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c69209a253
The old code checked whether the property began with 'signal-' and then checked for 'signal-swapped' and 'signal-after'. This prevented you from animating a property called for example 'signal-strength'. The check for the prefix is now in a separate function which also adds a 'signal-swapped-after' prefix for completeness. Fixes bug: http://bugzilla.openedhand.com/show_bug.cgi?id=1798
2217 lines
67 KiB
C
2217 lines
67 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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* Copyright (C) 2008 Intel Corporation.
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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, see <http://www.gnu.org/licenses/>.
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*
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* Author:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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*/
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/**
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* SECTION:clutter-animation
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* @short_description: Simple implicit animations
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* @See_Also: #ClutterAnimatable, #ClutterInterval, #ClutterAlpha,
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* #ClutterTimeline
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*
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* #ClutterAnimation is an object providing simple, implicit animations
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* for #GObject<!-- -->s.
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*
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* #ClutterAnimation instances will bind one or more #GObject properties
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* belonging to a #GObject to a #ClutterInterval, and will then use a
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* #ClutterAlpha to interpolate the property between the initial and final
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* values of the interval.
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*
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* The duration of the animation is set using clutter_animation_set_duration().
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* The easing mode of the animation is set using clutter_animation_set_mode().
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*
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* If you want to control the animation you should retrieve the
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* #ClutterTimeline using clutter_animation_get_timeline() and then
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* use #ClutterTimeline functions like clutter_timeline_start(),
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* clutter_timeline_pause() or clutter_timeline_stop().
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*
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* A #ClutterAnimation will emit the #ClutterAnimation::completed signal
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* when the #ClutterTimeline used by the animation is completed; unlike
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* #ClutterTimeline, though, the #ClutterAnimation::completed will not be
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* emitted if #ClutterAnimation:loop is set to %TRUE - that is, a looping
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* animation never completes.
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*
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* If your animation depends on user control you can force its completion
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* using clutter_animation_completed().
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*
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* If the #GObject instance bound to a #ClutterAnimation implements the
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* #ClutterAnimatable interface it is possible for that instance to
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* control the way the initial and final states are interpolated.
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*
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* #ClutterAnimation<!-- -->s are distinguished from #ClutterBehaviour<!-- -->s
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* because the former can only control #GObject properties of a single
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* #GObject instance, while the latter can control multiple properties
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* using accessor functions inside the #ClutterBehaviour::alpha_notify
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* virtual function, and can control multiple #ClutterActor<!-- -->s as well.
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*
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* For convenience, it is possible to use the clutter_actor_animate()
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* function call which will take care of setting up and tearing down
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* a #ClutterAnimation instance and animate an actor between its current
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* state and the specified final state.
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*
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* #ClutterAnimation is available since Clutter 1.0
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <glib-object.h>
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#include <gobject/gvaluecollector.h>
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#include "clutter-alpha.h"
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#include "clutter-animatable.h"
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#include "clutter-animation.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-interval.h"
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#include "clutter-private.h"
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enum
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{
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PROP_0,
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PROP_OBJECT,
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PROP_MODE,
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PROP_DURATION,
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PROP_LOOP,
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PROP_TIMELINE,
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PROP_ALPHA
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};
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enum
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{
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STARTED,
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COMPLETED,
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LAST_SIGNAL
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};
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#define CLUTTER_ANIMATION_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ANIMATION, ClutterAnimationPrivate))
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struct _ClutterAnimationPrivate
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{
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GObject *object;
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GHashTable *properties;
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ClutterAlpha *alpha;
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guint timeline_started_id;
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guint timeline_completed_id;
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guint alpha_notify_id;
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};
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static guint animation_signals[LAST_SIGNAL] = { 0, };
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static GQuark quark_object_animation = 0;
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G_DEFINE_TYPE (ClutterAnimation, clutter_animation, G_TYPE_OBJECT);
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static void
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clutter_animation_real_completed (ClutterAnimation *self)
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{
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ClutterAnimationPrivate *priv = self->priv;
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ClutterAnimation *animation;
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ClutterTimeline *timeline;
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ClutterTimelineDirection direction;
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gpointer key, value;
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GHashTableIter iter;
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timeline = clutter_animation_get_timeline (self);
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direction = clutter_timeline_get_direction (timeline);
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/* explicitly set the final state of the animation */
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g_hash_table_iter_init (&iter, priv->properties);
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while (g_hash_table_iter_next (&iter, &key, &value))
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{
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const gchar *p_name = key;
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ClutterInterval *interval = value;
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GValue *p_value;
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if (direction == CLUTTER_TIMELINE_FORWARD)
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p_value = clutter_interval_peek_final_value (interval);
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else
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p_value = clutter_interval_peek_initial_value (interval);
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g_object_set_property (priv->object, p_name, p_value);
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}
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/* at this point, if this animation was created by clutter_actor_animate()
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* and friends, the animation will be attached to the object's data; since
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* we want to allow developers to use g_signal_connect_after("completed")
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* to concatenate a new animation, we need to remove the animation back
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* pointer here, and unref() the animation. FIXME - we might want to
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* provide a clutter_animation_attach()/clutter_animation_detach() pair
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* to let the user reattach an animation
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*/
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animation = g_object_get_qdata (priv->object, quark_object_animation);
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if (animation == self)
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{
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g_object_set_qdata (priv->object, quark_object_animation, NULL);
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g_object_unref (animation);
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}
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}
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static void
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clutter_animation_finalize (GObject *gobject)
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{
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ClutterAnimationPrivate *priv = CLUTTER_ANIMATION (gobject)->priv;
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CLUTTER_NOTE (ANIMATION, "Destroying properties hash table");
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g_hash_table_destroy (priv->properties);
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G_OBJECT_CLASS (clutter_animation_parent_class)->finalize (gobject);
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}
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static void
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clutter_animation_dispose (GObject *gobject)
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{
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ClutterAnimationPrivate *priv = CLUTTER_ANIMATION (gobject)->priv;
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ClutterTimeline *timeline;
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if (priv->alpha != NULL)
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timeline = clutter_alpha_get_timeline (priv->alpha);
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else
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timeline = NULL;
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if (timeline != NULL && priv->timeline_started_id != 0)
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g_signal_handler_disconnect (timeline, priv->timeline_started_id);
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if (timeline != NULL && priv->timeline_completed_id != 0)
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g_signal_handler_disconnect (timeline, priv->timeline_completed_id);
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priv->timeline_started_id = 0;
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priv->timeline_completed_id = 0;
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if (priv->alpha != NULL)
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{
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if (priv->alpha_notify_id != 0)
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g_signal_handler_disconnect (priv->alpha, priv->alpha_notify_id);
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g_object_unref (priv->alpha);
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}
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priv->alpha_notify_id = 0;
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priv->alpha = NULL;
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if (priv->object != NULL)
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g_object_unref (priv->object);
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priv->object = NULL;
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G_OBJECT_CLASS (clutter_animation_parent_class)->dispose (gobject);
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}
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static void
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clutter_animation_set_property (GObject *gobject,
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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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ClutterAnimation *animation = CLUTTER_ANIMATION (gobject);
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switch (prop_id)
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{
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case PROP_OBJECT:
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clutter_animation_set_object (animation, g_value_get_object (value));
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break;
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case PROP_MODE:
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clutter_animation_set_mode (animation, g_value_get_ulong (value));
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break;
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case PROP_DURATION:
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clutter_animation_set_duration (animation, g_value_get_uint (value));
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break;
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case PROP_LOOP:
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clutter_animation_set_loop (animation, g_value_get_boolean (value));
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break;
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case PROP_TIMELINE:
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clutter_animation_set_timeline (animation, g_value_get_object (value));
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break;
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case PROP_ALPHA:
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clutter_animation_set_alpha (animation, g_value_get_object (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, 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_animation_get_property (GObject *gobject,
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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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ClutterAnimation *animation = CLUTTER_ANIMATION (gobject);
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ClutterAnimationPrivate *priv = animation->priv;
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switch (prop_id)
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{
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case PROP_OBJECT:
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g_value_set_object (value, priv->object);
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break;
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case PROP_MODE:
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g_value_set_ulong (value, clutter_animation_get_mode (animation));
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break;
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case PROP_DURATION:
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g_value_set_uint (value, clutter_animation_get_duration (animation));
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break;
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case PROP_LOOP:
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g_value_set_boolean (value, clutter_animation_get_loop (animation));
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break;
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case PROP_TIMELINE:
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g_value_set_object (value, clutter_animation_get_timeline (animation));
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break;
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case PROP_ALPHA:
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g_value_set_object (value, clutter_animation_get_alpha (animation));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, 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_animation_class_init (ClutterAnimationClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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GParamSpec *pspec;
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quark_object_animation =
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g_quark_from_static_string ("clutter-actor-animation");
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g_type_class_add_private (klass, sizeof (ClutterAnimationPrivate));
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klass->completed = clutter_animation_real_completed;
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gobject_class->set_property = clutter_animation_set_property;
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gobject_class->get_property = clutter_animation_get_property;
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gobject_class->dispose = clutter_animation_dispose;
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gobject_class->finalize = clutter_animation_finalize;
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/**
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* ClutterAnimation:objct:
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*
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* The #GObject to which the animation applies.
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*
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* Since: 1.0
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*/
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pspec = g_param_spec_object ("object",
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"Object",
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"Object to which the animation applies",
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G_TYPE_OBJECT,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_OBJECT, pspec);
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/**
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* ClutterAnimation:mode:
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*
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* The animation mode, either a value from #ClutterAnimationMode
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* or a value returned by clutter_alpha_register_func(). The
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* default value is %CLUTTER_LINEAR.
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*
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* Since: 1.0
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*/
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pspec = g_param_spec_ulong ("mode",
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"Mode",
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"The mode of the animation",
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0, G_MAXULONG,
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CLUTTER_LINEAR,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_MODE, pspec);
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/**
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* ClutterAnimation:duration:
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*
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* The duration of the animation, expressed in milliseconds.
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*
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* Since: 1.0
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*/
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pspec = g_param_spec_uint ("duration",
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"Duration",
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"Duration of the animation, in milliseconds",
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0, G_MAXUINT, 0,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_DURATION, pspec);
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/**
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* ClutterAnimation:loop:
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*
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* Whether the animation should loop.
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*
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* Since: 1.0
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*/
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pspec = g_param_spec_boolean ("loop",
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"Loop",
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"Whether the animation should loop",
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FALSE,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_LOOP, pspec);
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/**
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* ClutterAnimation:timeline:
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*
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* The #ClutterTimeline used by the animation.
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*
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* Since: 1.0
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*/
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pspec = g_param_spec_object ("timeline",
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"Timeline",
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"The timeline used by the animation",
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CLUTTER_TYPE_TIMELINE,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_TIMELINE, pspec);
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/**
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* ClutterAnimation:alpha:
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*
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* The #ClutterAlpha used by the animation.
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*
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* Since: 1.0
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*/
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pspec = g_param_spec_object ("alpha",
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"Alpha",
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"The alpha used by the animation",
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CLUTTER_TYPE_ALPHA,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_ALPHA, pspec);
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/**
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* ClutterAnimation::started:
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* @animation: the animation that emitted the signal
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*
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* The ::started signal is emitted once the animation has been
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* started
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*
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* Since: 1.0
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*/
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animation_signals[STARTED] =
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g_signal_new (I_("started"),
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G_TYPE_FROM_CLASS (klass),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterAnimationClass, started),
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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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* ClutterAnimation::completed:
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* @animation: the animation that emitted the signal
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*
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* The ::completed signal is emitted once the animation has
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* been completed.
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*
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* The @animation instance is guaranteed to be valid for the entire
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* duration of the signal emission chain.
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*
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* Since: 1.0
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*/
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animation_signals[COMPLETED] =
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g_signal_new (I_("completed"),
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G_TYPE_FROM_CLASS (klass),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterAnimationClass, 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_animation_init (ClutterAnimation *self)
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{
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self->priv = CLUTTER_ANIMATION_GET_PRIVATE (self);
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self->priv->properties =
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g_hash_table_new_full (g_str_hash, g_str_equal,
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(GDestroyNotify) g_free,
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(GDestroyNotify) g_object_unref);
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}
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static inline void
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clutter_animation_bind_property_internal (ClutterAnimation *animation,
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GParamSpec *pspec,
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ClutterInterval *interval)
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{
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ClutterAnimationPrivate *priv = animation->priv;
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if (!clutter_interval_validate (interval, pspec))
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{
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g_warning ("Cannot bind property '%s': the interval is out "
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"of bounds",
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pspec->name);
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return;
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}
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g_hash_table_insert (priv->properties,
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g_strdup (pspec->name),
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g_object_ref_sink (interval));
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}
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static inline void
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clutter_animation_update_property_internal (ClutterAnimation *animation,
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GParamSpec *pspec,
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ClutterInterval *interval)
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{
|
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ClutterAnimationPrivate *priv = animation->priv;
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|
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if (!clutter_interval_validate (interval, pspec))
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{
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g_warning ("Cannot bind property '%s': the interval is out "
|
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"of bounds",
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pspec->name);
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return;
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}
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g_hash_table_replace (priv->properties,
|
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g_strdup (pspec->name),
|
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g_object_ref_sink (interval));
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}
|
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|
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static GParamSpec *
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clutter_animation_validate_bind (ClutterAnimation *animation,
|
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const char *property_name,
|
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GType argtype)
|
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{
|
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ClutterAnimationPrivate *priv;
|
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GObjectClass *klass;
|
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GParamSpec *pspec;
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priv = animation->priv;
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|
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if (G_UNLIKELY (!priv->object))
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{
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g_warning ("Cannot bind property '%s': the animation has no "
|
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"object set. You need to call clutter_animation_set_object() "
|
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"first to be able to bind a property",
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property_name);
|
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return NULL;
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}
|
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|
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if (G_UNLIKELY (clutter_animation_has_property (animation, property_name)))
|
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{
|
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g_warning ("Cannot bind property '%s': the animation already has "
|
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"a bound property with the same name",
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property_name);
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return NULL;
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}
|
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|
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klass = G_OBJECT_GET_CLASS (priv->object);
|
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pspec = g_object_class_find_property (klass, property_name);
|
|
if (!pspec)
|
|
{
|
|
g_warning ("Cannot bind property '%s': objects of type '%s' have "
|
|
"no such property",
|
|
property_name,
|
|
g_type_name (G_OBJECT_TYPE (priv->object)));
|
|
return NULL;
|
|
}
|
|
|
|
if (!(pspec->flags & G_PARAM_WRITABLE))
|
|
{
|
|
g_warning ("Cannot bind property '%s': the property is not writable",
|
|
property_name);
|
|
return NULL;
|
|
}
|
|
|
|
if (!g_value_type_compatible (G_PARAM_SPEC_VALUE_TYPE (pspec),
|
|
argtype))
|
|
{
|
|
g_warning ("Cannot bind property '%s': the interval value of "
|
|
"type '%s' is not compatible with the property value "
|
|
"of type '%s'",
|
|
property_name,
|
|
g_type_name (argtype),
|
|
g_type_name (G_PARAM_SPEC_VALUE_TYPE (pspec)));
|
|
return NULL;
|
|
}
|
|
return pspec;
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_bind_interval:
|
|
* @animation: a #ClutterAnimation
|
|
* @property_name: the property to control
|
|
* @interval: (transfer full): a #ClutterInterval
|
|
*
|
|
* Binds @interval to the @property_name of the #GObject
|
|
* attached to @animation. The #ClutterAnimation will take
|
|
* ownership of the passed #ClutterInterval. For more information
|
|
* about animations, see clutter_actor_animate().
|
|
*
|
|
* If you need to update the interval instance use
|
|
* clutter_animation_update_property() instead.
|
|
*
|
|
* Return value: (transfer none): The animation itself.
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_animation_bind_interval (ClutterAnimation *animation,
|
|
const gchar *property_name,
|
|
ClutterInterval *interval)
|
|
{
|
|
GParamSpec *pspec;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
|
|
g_return_val_if_fail (property_name != NULL, NULL);
|
|
g_return_val_if_fail (CLUTTER_IS_INTERVAL (interval), NULL);
|
|
|
|
pspec = clutter_animation_validate_bind (animation, property_name,
|
|
clutter_interval_get_value_type (interval));
|
|
if (pspec == NULL)
|
|
return NULL;
|
|
|
|
clutter_animation_bind_property_internal (animation, pspec, interval);
|
|
|
|
return animation;
|
|
}
|
|
|
|
|
|
/**
|
|
* clutter_animation_bind:
|
|
* @animation: a #ClutterAnimation
|
|
* @property_name: the property to control
|
|
* @final: The final value of the property
|
|
*
|
|
* Adds a single property with name @property_name to the
|
|
* animation @animation. For more information about animations,
|
|
* see clutter_actor_animate().
|
|
*
|
|
* This method returns the animation primarily to make chained
|
|
* calls convenient in language bindings.
|
|
*
|
|
* Return value: (transfer none): The animation itself.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_animation_bind (ClutterAnimation *animation,
|
|
const gchar *property_name,
|
|
const GValue *final)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
GParamSpec *pspec;
|
|
ClutterInterval *interval;
|
|
GType type;
|
|
GValue initial = { 0, };
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
|
|
g_return_val_if_fail (property_name != NULL, NULL);
|
|
|
|
priv = animation->priv;
|
|
|
|
type = G_VALUE_TYPE (final);
|
|
pspec = clutter_animation_validate_bind (animation, property_name,
|
|
type);
|
|
if (pspec == NULL)
|
|
return NULL;
|
|
|
|
g_value_init (&initial, G_PARAM_SPEC_VALUE_TYPE (pspec));
|
|
g_object_get_property (priv->object, property_name, &initial);
|
|
|
|
interval = clutter_interval_new_with_values (type, &initial, final);
|
|
g_value_unset (&initial);
|
|
|
|
clutter_animation_bind_property_internal (animation, pspec, interval);
|
|
|
|
return animation;
|
|
}
|
|
|
|
|
|
/**
|
|
* clutter_animation_unbind_property:
|
|
* @animation: a #ClutterAnimation
|
|
* @property_name: name of the property
|
|
*
|
|
* Removes @property_name from the list of animated properties.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_unbind_property (ClutterAnimation *animation,
|
|
const gchar *property_name)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
g_return_if_fail (property_name != NULL);
|
|
|
|
priv = animation->priv;
|
|
|
|
if (!clutter_animation_has_property (animation, property_name))
|
|
{
|
|
g_warning ("Cannot unbind property '%s': the animation has "
|
|
"no bound property with that name",
|
|
property_name);
|
|
return;
|
|
}
|
|
|
|
g_hash_table_remove (priv->properties, property_name);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_has_property:
|
|
* @animation: a #ClutterAnimation
|
|
* @property_name: name of the property
|
|
*
|
|
* Checks whether @animation is controlling @property_name.
|
|
*
|
|
* Return value: %TRUE if the property is animated by the
|
|
* #ClutterAnimation, %FALSE otherwise
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
gboolean
|
|
clutter_animation_has_property (ClutterAnimation *animation,
|
|
const gchar *property_name)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), FALSE);
|
|
g_return_val_if_fail (property_name != NULL, FALSE);
|
|
|
|
priv = animation->priv;
|
|
|
|
return g_hash_table_lookup (priv->properties, property_name) != NULL;
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_update_interval:
|
|
* @animation: a #ClutterAnimation
|
|
* @property_name: name of the property
|
|
* @interval: a #ClutterInterval
|
|
*
|
|
* Changes the @interval for @property_name. The #ClutterAnimation
|
|
* will take ownership of the passed #ClutterInterval.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_update_interval (ClutterAnimation *animation,
|
|
const gchar *property_name,
|
|
ClutterInterval *interval)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
GObjectClass *klass;
|
|
GParamSpec *pspec;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
g_return_if_fail (property_name != NULL);
|
|
g_return_if_fail (CLUTTER_IS_INTERVAL (interval));
|
|
|
|
priv = animation->priv;
|
|
|
|
if (!clutter_animation_has_property (animation, property_name))
|
|
{
|
|
g_warning ("Cannot update property '%s': the animation has "
|
|
"no bound property with that name",
|
|
property_name);
|
|
return;
|
|
}
|
|
|
|
klass = G_OBJECT_GET_CLASS (priv->object);
|
|
pspec = g_object_class_find_property (klass, property_name);
|
|
if (!pspec)
|
|
{
|
|
g_warning ("Cannot update property '%s': objects of type '%s' have "
|
|
"no such property",
|
|
property_name,
|
|
g_type_name (G_OBJECT_TYPE (priv->object)));
|
|
return;
|
|
}
|
|
|
|
if (!g_value_type_compatible (G_PARAM_SPEC_VALUE_TYPE (pspec),
|
|
clutter_interval_get_value_type (interval)))
|
|
{
|
|
g_warning ("Cannot update property '%s': the interval value of "
|
|
"type '%s' is not compatible with the property value "
|
|
"of type '%s'",
|
|
property_name,
|
|
g_type_name (clutter_interval_get_value_type (interval)),
|
|
g_type_name (G_PARAM_SPEC_VALUE_TYPE (pspec)));
|
|
return;
|
|
}
|
|
|
|
clutter_animation_update_property_internal (animation, pspec, interval);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_update:
|
|
* @animation: a #ClutterAnimation
|
|
* @property_name: name of the property
|
|
* @final: The final value of the property
|
|
*
|
|
* Updates the @final value of the interval for @property_name
|
|
*
|
|
* Return value: (transfer none): The animation itself.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_animation_update (ClutterAnimation *animation,
|
|
const gchar *property_name,
|
|
const GValue *final)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
ClutterInterval *interval;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
|
|
g_return_val_if_fail (property_name != NULL, NULL);
|
|
g_return_val_if_fail (final != NULL, NULL);
|
|
g_return_val_if_fail (G_VALUE_TYPE (final) != G_TYPE_INVALID, NULL);
|
|
|
|
priv = animation->priv;
|
|
|
|
interval = clutter_animation_get_interval (animation, property_name);
|
|
if (interval == NULL)
|
|
{
|
|
g_warning ("Cannot update property '%s': the animation has "
|
|
"no bound property with that name",
|
|
property_name);
|
|
return NULL;
|
|
}
|
|
|
|
if (!g_value_type_compatible (G_VALUE_TYPE (final),
|
|
clutter_interval_get_value_type (interval)))
|
|
{
|
|
g_warning ("Cannot update property '%s': the interval value of "
|
|
"type '%s' is not compatible with the property value "
|
|
"of type '%s'",
|
|
property_name,
|
|
g_type_name (clutter_interval_get_value_type (interval)),
|
|
g_type_name (G_VALUE_TYPE (final)));
|
|
return NULL;
|
|
}
|
|
|
|
clutter_interval_set_final_value (interval, final);
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_interval:
|
|
* @animation: a #ClutterAnimation
|
|
* @property_name: name of the property
|
|
*
|
|
* Retrieves the #ClutterInterval associated to @property_name
|
|
* inside @animation.
|
|
*
|
|
* Return value: (transfer none): a #ClutterInterval or %NULL if no
|
|
* property with the same name was found. The returned interval is
|
|
* owned by the #ClutterAnimation and should not be unreferenced
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterInterval *
|
|
clutter_animation_get_interval (ClutterAnimation *animation,
|
|
const gchar *property_name)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
|
|
g_return_val_if_fail (property_name != NULL, NULL);
|
|
|
|
priv = animation->priv;
|
|
|
|
return g_hash_table_lookup (priv->properties, property_name);
|
|
}
|
|
|
|
static void
|
|
on_timeline_started (ClutterTimeline *timeline,
|
|
ClutterAnimation *animation)
|
|
{
|
|
g_signal_emit (animation, animation_signals[STARTED], 0);
|
|
}
|
|
|
|
static void
|
|
on_timeline_completed (ClutterTimeline *timeline,
|
|
ClutterAnimation *animation)
|
|
{
|
|
CLUTTER_NOTE (ANIMATION, "Timeline [%p] complete", timeline);
|
|
|
|
if (!clutter_animation_get_loop (animation))
|
|
g_signal_emit (animation, animation_signals[COMPLETED], 0);
|
|
}
|
|
|
|
static void
|
|
on_alpha_notify (GObject *gobject,
|
|
GParamSpec *pspec,
|
|
ClutterAnimation *animation)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
GList *properties, *p;
|
|
gdouble alpha_value;
|
|
gboolean is_animatable = FALSE;
|
|
ClutterAnimatable *animatable = NULL;
|
|
|
|
/* make sure the animation survives the notification */
|
|
g_object_ref (animation);
|
|
|
|
priv = animation->priv;
|
|
|
|
alpha_value = clutter_alpha_get_alpha (CLUTTER_ALPHA (gobject));
|
|
|
|
if (CLUTTER_IS_ANIMATABLE (priv->object))
|
|
{
|
|
animatable = CLUTTER_ANIMATABLE (priv->object);
|
|
is_animatable = TRUE;
|
|
}
|
|
|
|
g_object_freeze_notify (priv->object);
|
|
|
|
properties = g_hash_table_get_keys (priv->properties);
|
|
for (p = properties; p != NULL; p = p->next)
|
|
{
|
|
const gchar *p_name = p->data;
|
|
ClutterInterval *interval;
|
|
GValue value = { 0, };
|
|
gboolean apply;
|
|
|
|
interval = g_hash_table_lookup (priv->properties, p_name);
|
|
g_assert (CLUTTER_IS_INTERVAL (interval));
|
|
|
|
g_value_init (&value, clutter_interval_get_value_type (interval));
|
|
|
|
if (is_animatable)
|
|
{
|
|
const GValue *initial, *final;
|
|
|
|
initial = clutter_interval_peek_initial_value (interval);
|
|
final = clutter_interval_peek_final_value (interval);
|
|
|
|
apply = clutter_animatable_animate_property (animatable, animation,
|
|
p_name,
|
|
initial, final,
|
|
alpha_value,
|
|
&value);
|
|
}
|
|
else
|
|
{
|
|
apply = clutter_interval_compute_value (interval,
|
|
alpha_value,
|
|
&value);
|
|
}
|
|
|
|
if (apply)
|
|
g_object_set_property (priv->object, p_name, &value);
|
|
|
|
g_value_unset (&value);
|
|
}
|
|
|
|
g_list_free (properties);
|
|
|
|
g_object_thaw_notify (priv->object);
|
|
|
|
g_object_unref (animation);
|
|
}
|
|
|
|
static ClutterAlpha *
|
|
clutter_animation_get_alpha_internal (ClutterAnimation *animation)
|
|
{
|
|
ClutterAnimationPrivate *priv = animation->priv;
|
|
|
|
if (priv->alpha == NULL)
|
|
{
|
|
ClutterAlpha *alpha;
|
|
|
|
alpha = clutter_alpha_new ();
|
|
clutter_alpha_set_mode (alpha, CLUTTER_LINEAR);
|
|
|
|
priv->alpha_notify_id =
|
|
g_signal_connect (alpha, "notify::alpha",
|
|
G_CALLBACK (on_alpha_notify),
|
|
animation);
|
|
|
|
priv->alpha = g_object_ref_sink (alpha);
|
|
|
|
g_object_notify (G_OBJECT (animation), "alpha");
|
|
}
|
|
|
|
return priv->alpha;
|
|
}
|
|
|
|
static ClutterTimeline *
|
|
clutter_animation_get_timeline_internal (ClutterAnimation *animation)
|
|
{
|
|
ClutterAnimationPrivate *priv = animation->priv;
|
|
ClutterTimeline *timeline;
|
|
ClutterAlpha *alpha;
|
|
|
|
alpha = clutter_animation_get_alpha_internal (animation);
|
|
timeline = clutter_alpha_get_timeline (alpha);
|
|
if (timeline != NULL)
|
|
return timeline;
|
|
|
|
timeline = g_object_new (CLUTTER_TYPE_TIMELINE, NULL);
|
|
|
|
priv->timeline_started_id =
|
|
g_signal_connect (timeline, "started",
|
|
G_CALLBACK (on_timeline_started),
|
|
animation);
|
|
|
|
priv->timeline_completed_id =
|
|
g_signal_connect (timeline, "completed",
|
|
G_CALLBACK (on_timeline_completed),
|
|
animation);
|
|
|
|
clutter_alpha_set_timeline (alpha, timeline);
|
|
|
|
/* the alpha owns the timeline now */
|
|
g_object_unref (timeline);
|
|
|
|
g_object_notify (G_OBJECT (animation), "timeline");
|
|
|
|
return timeline;
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_new:
|
|
*
|
|
* Creates a new #ClutterAnimation instance. You should set the
|
|
* #GObject to be animated using clutter_animation_set_object(),
|
|
* set the duration with clutter_animation_set_duration() and the
|
|
* easing mode using clutter_animation_set_mode().
|
|
*
|
|
* Use clutter_animation_bind() or clutter_animation_bind_interval()
|
|
* to define the properties to be animated. The interval and the
|
|
* animated properties can be updated at runtime.
|
|
*
|
|
* The clutter_actor_animate() and relative family of functions provide
|
|
* an easy way to animate a #ClutterActor and automatically manage the
|
|
* lifetime of a #ClutterAnimation instance, so you should consider using
|
|
* those functions instead of manually creating an animation.
|
|
*
|
|
* Return value: the newly created #ClutterAnimation. Use g_object_unref()
|
|
* to release the associated resources
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_animation_new (void)
|
|
{
|
|
return g_object_new (CLUTTER_TYPE_ANIMATION, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_set_object:
|
|
* @animation: a #ClutterAnimation
|
|
* @object: a #GObject
|
|
*
|
|
* Attaches @animation to @object. The #ClutterAnimation will take a
|
|
* reference on @object.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_set_object (ClutterAnimation *animation,
|
|
GObject *object)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
g_return_if_fail (object == NULL || G_IS_OBJECT (object));
|
|
|
|
priv = animation->priv;
|
|
|
|
if (priv->object != NULL)
|
|
{
|
|
g_object_set_qdata (priv->object, quark_object_animation, NULL);
|
|
|
|
g_object_unref (priv->object);
|
|
priv->object = NULL;
|
|
}
|
|
|
|
if (object != NULL)
|
|
priv->object = g_object_ref (object);
|
|
|
|
g_object_notify (G_OBJECT (animation), "object");
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_object:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Retrieves the #GObject attached to @animation.
|
|
*
|
|
* Return value: (transfer none): a #GObject
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
GObject *
|
|
clutter_animation_get_object (ClutterAnimation *animation)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
|
|
|
|
return animation->priv->object;
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_set_mode:
|
|
* @animation: a #ClutterAnimation
|
|
* @mode: an animation mode logical id
|
|
*
|
|
* Sets the animation @mode of @animation. The animation @mode is
|
|
* a logical id, either coming from the #ClutterAnimationMode enumeration
|
|
* or the return value of clutter_alpha_register_func().
|
|
*
|
|
* This function will also set #ClutterAnimation:alpha if needed.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_set_mode (ClutterAnimation *animation,
|
|
gulong mode)
|
|
{
|
|
ClutterAlpha *alpha;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
|
|
g_object_freeze_notify (G_OBJECT (animation));
|
|
|
|
alpha = clutter_animation_get_alpha_internal (animation);
|
|
clutter_alpha_set_mode (alpha, mode);
|
|
|
|
g_object_notify (G_OBJECT (animation), "mode");
|
|
|
|
g_object_thaw_notify (G_OBJECT (animation));
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_mode:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Retrieves the animation mode of @animation, as set by
|
|
* clutter_animation_set_mode().
|
|
*
|
|
* Return value: the mode for the animation
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
gulong
|
|
clutter_animation_get_mode (ClutterAnimation *animation)
|
|
{
|
|
ClutterAlpha *alpha;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), CLUTTER_LINEAR);
|
|
|
|
alpha = clutter_animation_get_alpha_internal (animation);
|
|
|
|
return clutter_alpha_get_mode (alpha);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_set_duration:
|
|
* @animation: a #ClutterAnimation
|
|
* @msecs: the duration in milliseconds
|
|
*
|
|
* Sets the duration of @animation in milliseconds.
|
|
*
|
|
* This function will set #ClutterAnimation:alpha and
|
|
* #ClutterAnimation:timeline if needed.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_set_duration (ClutterAnimation *animation,
|
|
gint msecs)
|
|
{
|
|
ClutterTimeline *timeline;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
|
|
g_object_freeze_notify (G_OBJECT (animation));
|
|
|
|
timeline = clutter_animation_get_timeline_internal (animation);
|
|
clutter_timeline_set_duration (timeline, msecs);
|
|
clutter_timeline_rewind (timeline);
|
|
|
|
g_object_notify (G_OBJECT (animation), "duration");
|
|
|
|
g_object_thaw_notify (G_OBJECT (animation));
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_set_loop:
|
|
* @animation: a #ClutterAnimation
|
|
* @loop: %TRUE if the animation should loop
|
|
*
|
|
* Sets whether @animation should loop over itself once finished.
|
|
*
|
|
* A looping #ClutterAnimation will not emit the #ClutterAnimation::completed
|
|
* signal when finished.
|
|
*
|
|
* This function will set #ClutterAnimation:alpha and
|
|
* #ClutterAnimation:timeline if needed.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_set_loop (ClutterAnimation *animation,
|
|
gboolean loop)
|
|
{
|
|
ClutterTimeline *timeline;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
|
|
g_object_freeze_notify (G_OBJECT (animation));
|
|
|
|
timeline = clutter_animation_get_timeline_internal (animation);
|
|
clutter_timeline_set_loop (timeline, loop);
|
|
|
|
g_object_notify (G_OBJECT (animation), "loop");
|
|
|
|
g_object_thaw_notify (G_OBJECT (animation));
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_loop:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Retrieves whether @animation is looping.
|
|
*
|
|
* Return value: %TRUE if the animation is looping
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
gboolean
|
|
clutter_animation_get_loop (ClutterAnimation *animation)
|
|
{
|
|
ClutterTimeline *timeline;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), FALSE);
|
|
|
|
timeline = clutter_animation_get_timeline_internal (animation);
|
|
|
|
return clutter_timeline_get_loop (timeline);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_duration:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Retrieves the duration of @animation, in milliseconds.
|
|
*
|
|
* Return value: the duration of the animation
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
guint
|
|
clutter_animation_get_duration (ClutterAnimation *animation)
|
|
{
|
|
ClutterTimeline *timeline;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), 0);
|
|
|
|
timeline = clutter_animation_get_timeline_internal (animation);
|
|
|
|
return clutter_timeline_get_duration (timeline);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_set_timeline:
|
|
* @animation: a #ClutterAnimation
|
|
* @timeline: a #ClutterTimeline, or %NULL to unset the
|
|
* current #ClutterTimeline
|
|
*
|
|
* Sets the #ClutterTimeline used by @animation.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_set_timeline (ClutterAnimation *animation,
|
|
ClutterTimeline *timeline)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
ClutterTimeline *cur_timeline;
|
|
ClutterAlpha *alpha;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
g_return_if_fail (timeline == NULL || CLUTTER_IS_TIMELINE (timeline));
|
|
|
|
priv = animation->priv;
|
|
|
|
if (priv->alpha != NULL)
|
|
cur_timeline = clutter_alpha_get_timeline (priv->alpha);
|
|
else
|
|
cur_timeline = NULL;
|
|
|
|
if (cur_timeline == timeline)
|
|
return;
|
|
|
|
g_object_freeze_notify (G_OBJECT (animation));
|
|
|
|
if (cur_timeline != NULL && priv->timeline_started_id != 0)
|
|
g_signal_handler_disconnect (cur_timeline, priv->timeline_started_id);
|
|
|
|
if (cur_timeline != NULL && priv->timeline_completed_id != 0)
|
|
g_signal_handler_disconnect (cur_timeline, priv->timeline_completed_id);
|
|
|
|
priv->timeline_started_id = 0;
|
|
priv->timeline_completed_id = 0;
|
|
|
|
alpha = clutter_animation_get_alpha_internal (animation);
|
|
clutter_alpha_set_timeline (alpha, timeline);
|
|
g_object_notify (G_OBJECT (animation), "timeline");
|
|
g_object_notify (G_OBJECT (animation), "duration");
|
|
g_object_notify (G_OBJECT (animation), "loop");
|
|
|
|
if (timeline)
|
|
{
|
|
priv->timeline_started_id =
|
|
g_signal_connect (timeline, "started",
|
|
G_CALLBACK (on_timeline_started),
|
|
animation);
|
|
priv->timeline_completed_id =
|
|
g_signal_connect (timeline, "completed",
|
|
G_CALLBACK (on_timeline_completed),
|
|
animation);
|
|
}
|
|
|
|
g_object_thaw_notify (G_OBJECT (animation));
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_timeline:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Retrieves the #ClutterTimeline used by @animation
|
|
*
|
|
* Return value: (transfer none): the timeline used by the animation
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterTimeline *
|
|
clutter_animation_get_timeline (ClutterAnimation *animation)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
|
|
|
|
return clutter_animation_get_timeline_internal (animation);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_set_alpha:
|
|
* @animation: a #ClutterAnimation
|
|
* @alpha: a #ClutterAlpha, or %NULL to unset the current #ClutterAlpha
|
|
*
|
|
* Sets @alpha as the #ClutterAlpha used by @animation.
|
|
*
|
|
* If @alpha is not %NULL, the #ClutterAnimation will take ownership
|
|
* of the #ClutterAlpha instance.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_set_alpha (ClutterAnimation *animation,
|
|
ClutterAlpha *alpha)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
ClutterTimeline *timeline;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
g_return_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha));
|
|
|
|
priv = animation->priv;
|
|
|
|
if (priv->alpha == alpha)
|
|
return;
|
|
|
|
g_object_freeze_notify (G_OBJECT (animation));
|
|
|
|
if (priv->alpha != NULL)
|
|
timeline = clutter_alpha_get_timeline (priv->alpha);
|
|
else
|
|
timeline = NULL;
|
|
|
|
/* disconnect the old timeline first */
|
|
if (timeline != NULL && priv->timeline_started_id != 0)
|
|
{
|
|
g_signal_handler_disconnect (timeline, priv->timeline_started_id);
|
|
priv->timeline_started_id = 0;
|
|
}
|
|
|
|
if (timeline != NULL && priv->timeline_completed_id != 0)
|
|
{
|
|
g_signal_handler_disconnect (timeline, priv->timeline_completed_id);
|
|
priv->timeline_completed_id = 0;
|
|
}
|
|
|
|
/* then we need to disconnect the signal handler from the old alpha */
|
|
if (priv->alpha_notify_id != 0)
|
|
{
|
|
g_signal_handler_disconnect (priv->alpha, priv->alpha_notify_id);
|
|
priv->alpha_notify_id = 0;
|
|
}
|
|
|
|
if (priv->alpha != NULL)
|
|
{
|
|
/* this will take care of any reference we hold on the timeline */
|
|
g_object_unref (priv->alpha);
|
|
priv->alpha = NULL;
|
|
}
|
|
|
|
if (alpha == NULL)
|
|
goto out;
|
|
|
|
priv->alpha = g_object_ref_sink (alpha);
|
|
priv->alpha_notify_id =
|
|
g_signal_connect (priv->alpha, "notify::alpha",
|
|
G_CALLBACK (on_alpha_notify),
|
|
animation);
|
|
|
|
/* if the alpha has a timeline then we use it, otherwise we create one */
|
|
timeline = clutter_alpha_get_timeline (priv->alpha);
|
|
if (timeline != NULL)
|
|
{
|
|
priv->timeline_started_id =
|
|
g_signal_connect (timeline, "started",
|
|
G_CALLBACK (on_timeline_started),
|
|
animation);
|
|
priv->timeline_completed_id =
|
|
g_signal_connect (timeline, "completed",
|
|
G_CALLBACK (on_timeline_completed),
|
|
animation);
|
|
}
|
|
else
|
|
timeline = clutter_animation_get_timeline_internal (animation);
|
|
|
|
out:
|
|
/* emit all relevant notifications */
|
|
g_object_notify (G_OBJECT (animation), "mode");
|
|
g_object_notify (G_OBJECT (animation), "duration");
|
|
g_object_notify (G_OBJECT (animation), "loop");
|
|
g_object_notify (G_OBJECT (animation), "alpha");
|
|
g_object_notify (G_OBJECT (animation), "timeline");
|
|
|
|
g_object_thaw_notify (G_OBJECT (animation));
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_alpha:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Retrieves the #ClutterAlpha used by @animation.
|
|
*
|
|
* Return value: (transfer none): the alpha object used by the animation
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAlpha *
|
|
clutter_animation_get_alpha (ClutterAnimation *animation)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
|
|
|
|
return clutter_animation_get_alpha_internal (animation);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_completed:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Emits the ::completed signal on @animation
|
|
*
|
|
* When using this function with a #ClutterAnimation created
|
|
* by the clutter_actor_animate() family of functions, @animation
|
|
* will be unreferenced and it will not be valid anymore,
|
|
* unless g_object_ref() was called before calling this function
|
|
* or unless a reference was taken inside a handler for the
|
|
* #ClutterAnimation::completed signal
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_completed (ClutterAnimation *animation)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
|
|
g_signal_emit (animation, animation_signals[COMPLETED], 0);
|
|
}
|
|
|
|
/*
|
|
* starts the timeline
|
|
*/
|
|
static void
|
|
clutter_animation_start (ClutterAnimation *animation)
|
|
{
|
|
ClutterTimeline *timeline;
|
|
|
|
timeline = clutter_animation_get_timeline_internal (animation);
|
|
|
|
if (G_LIKELY (timeline != NULL))
|
|
clutter_timeline_start (timeline);
|
|
else
|
|
{
|
|
/* sanity check */
|
|
g_warning (G_STRLOC ": no timeline found, unable to start the animation");
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_animation_setup_property (ClutterAnimation *animation,
|
|
const gchar *property_name,
|
|
const GValue *value,
|
|
GParamSpec *pspec,
|
|
gboolean is_fixed)
|
|
{
|
|
ClutterAnimationPrivate *priv = animation->priv;
|
|
GValue real_value = { 0, };
|
|
|
|
if (pspec->flags & G_PARAM_CONSTRUCT_ONLY)
|
|
{
|
|
g_warning ("Cannot bind property '%s': the property is "
|
|
"construct-only",
|
|
property_name);
|
|
return;
|
|
}
|
|
|
|
if (!(pspec->flags & G_PARAM_WRITABLE))
|
|
{
|
|
g_warning ("Cannot bind property '%s': the property is "
|
|
"not writable",
|
|
property_name);
|
|
return;
|
|
}
|
|
|
|
/* initialize the real value that will be used to store the
|
|
* final state of the animation
|
|
*/
|
|
g_value_init (&real_value, G_PARAM_SPEC_VALUE_TYPE (pspec));
|
|
|
|
/* if it's not the same type of the GParamSpec value, try to
|
|
* convert it using the GValue transformation API, otherwise
|
|
* just copy it
|
|
*/
|
|
if (!g_type_is_a (G_VALUE_TYPE (value), G_VALUE_TYPE (&real_value)))
|
|
{
|
|
if (!g_value_type_compatible (G_VALUE_TYPE (value),
|
|
G_VALUE_TYPE (&real_value)) &&
|
|
!g_value_type_compatible (G_VALUE_TYPE (&real_value),
|
|
G_VALUE_TYPE (value)))
|
|
{
|
|
g_warning ("%s: Unable to convert from %s to %s for "
|
|
"the property '%s' of object %s",
|
|
G_STRLOC,
|
|
g_type_name (G_VALUE_TYPE (value)),
|
|
g_type_name (G_VALUE_TYPE (&real_value)),
|
|
property_name,
|
|
G_OBJECT_TYPE_NAME (priv->object));
|
|
g_value_unset (&real_value);
|
|
return;
|
|
}
|
|
|
|
if (!g_value_transform (value, &real_value))
|
|
{
|
|
g_warning ("%s: Unable to transform from %s to %s",
|
|
G_STRLOC,
|
|
g_type_name (G_VALUE_TYPE (value)),
|
|
g_type_name (G_VALUE_TYPE (&real_value)));
|
|
g_value_unset (&real_value);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
g_value_copy (value, &real_value);
|
|
|
|
/* create an interval and bind it to the property, in case
|
|
* it's not a fixed property, otherwise just set it
|
|
*/
|
|
if (G_LIKELY (!is_fixed))
|
|
{
|
|
ClutterInterval *interval;
|
|
GValue cur_value = { 0, };
|
|
|
|
g_value_init (&cur_value, G_PARAM_SPEC_VALUE_TYPE (pspec));
|
|
g_object_get_property (priv->object, property_name, &cur_value);
|
|
|
|
interval =
|
|
clutter_interval_new_with_values (G_PARAM_SPEC_VALUE_TYPE (pspec),
|
|
&cur_value,
|
|
&real_value);
|
|
|
|
if (!clutter_animation_has_property (animation, pspec->name))
|
|
clutter_animation_bind_property_internal (animation,
|
|
pspec,
|
|
interval);
|
|
else
|
|
clutter_animation_update_property_internal (animation,
|
|
pspec,
|
|
interval);
|
|
|
|
g_value_unset (&cur_value);
|
|
}
|
|
else
|
|
g_object_set_property (priv->object, property_name, &real_value);
|
|
|
|
g_value_unset (&real_value);
|
|
}
|
|
|
|
static void
|
|
clutter_animation_setupv (ClutterAnimation *animation,
|
|
gint n_properties,
|
|
const gchar * const properties[],
|
|
const GValue *values)
|
|
{
|
|
ClutterAnimationPrivate *priv = animation->priv;
|
|
GObjectClass *klass;
|
|
gint i;
|
|
gboolean is_fixed = FALSE;
|
|
|
|
klass = G_OBJECT_GET_CLASS (priv->object);
|
|
|
|
for (i = 0; i < n_properties; i++)
|
|
{
|
|
const gchar *property_name = properties[i];
|
|
GParamSpec *pspec;
|
|
|
|
if (g_str_has_prefix (property_name, "fixed::"))
|
|
{
|
|
property_name += 7; /* strlen("fixed::") */
|
|
is_fixed = TRUE;
|
|
}
|
|
|
|
pspec = g_object_class_find_property (klass, property_name);
|
|
if (!pspec)
|
|
{
|
|
g_warning ("Cannot bind property '%s': objects of type '%s' do "
|
|
"not have this property",
|
|
property_name,
|
|
g_type_name (G_OBJECT_TYPE (priv->object)));
|
|
break;
|
|
}
|
|
|
|
clutter_animation_setup_property (animation, property_name,
|
|
&values[i],
|
|
pspec,
|
|
is_fixed);
|
|
}
|
|
}
|
|
|
|
static const struct
|
|
{
|
|
const gchar *name;
|
|
GConnectFlags flags;
|
|
} signal_prefixes[] =
|
|
{
|
|
{ "::", 0 },
|
|
{ "-swapped::", G_CONNECT_SWAPPED },
|
|
{ "-after::", G_CONNECT_AFTER },
|
|
{ "-swapped-after::", G_CONNECT_SWAPPED | G_CONNECT_AFTER }
|
|
};
|
|
|
|
static gboolean
|
|
clutter_animation_has_signal_prefix (const gchar *property_name,
|
|
GConnectFlags *flags,
|
|
int *offset)
|
|
{
|
|
int i;
|
|
|
|
if (!g_str_has_prefix (property_name, "signal"))
|
|
return FALSE;
|
|
|
|
for (i = 0; i < G_N_ELEMENTS (signal_prefixes); i++)
|
|
if (g_str_has_prefix (property_name + 6, signal_prefixes[i].name))
|
|
{
|
|
*offset = strlen (signal_prefixes[i].name) + 6;
|
|
*flags = signal_prefixes[i].flags;
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static void
|
|
clutter_animation_setup_valist (ClutterAnimation *animation,
|
|
const gchar *first_property_name,
|
|
va_list var_args)
|
|
{
|
|
ClutterAnimationPrivate *priv = animation->priv;
|
|
GObjectClass *klass;
|
|
const gchar *property_name;
|
|
|
|
klass = G_OBJECT_GET_CLASS (priv->object);
|
|
|
|
property_name = first_property_name;
|
|
while (property_name != NULL)
|
|
{
|
|
GParamSpec *pspec;
|
|
GValue final = { 0, };
|
|
gchar *error = NULL;
|
|
gboolean is_fixed = FALSE;
|
|
GConnectFlags flags;
|
|
int offset;
|
|
|
|
if (clutter_animation_has_signal_prefix (property_name,
|
|
&flags,
|
|
&offset))
|
|
{
|
|
const gchar *signal_name = property_name + offset;
|
|
GCallback callback = va_arg (var_args, GCallback);
|
|
gpointer userdata = va_arg (var_args, gpointer);
|
|
|
|
g_signal_connect_data (animation, signal_name,
|
|
callback, userdata,
|
|
NULL, flags);
|
|
}
|
|
else
|
|
{
|
|
if (g_str_has_prefix (property_name, "fixed::"))
|
|
{
|
|
property_name += 7; /* strlen("fixed::") */
|
|
is_fixed = TRUE;
|
|
}
|
|
|
|
pspec = g_object_class_find_property (klass, property_name);
|
|
if (!pspec)
|
|
{
|
|
g_warning ("Cannot bind property '%s': objects of type '%s' do "
|
|
"not have this property",
|
|
property_name,
|
|
g_type_name (G_OBJECT_TYPE (priv->object)));
|
|
break;
|
|
}
|
|
|
|
g_value_init (&final, G_PARAM_SPEC_VALUE_TYPE (pspec));
|
|
G_VALUE_COLLECT (&final, var_args, 0, &error);
|
|
if (error)
|
|
{
|
|
g_warning ("%s: %s", G_STRLOC, error);
|
|
g_free (error);
|
|
break;
|
|
}
|
|
|
|
clutter_animation_setup_property (animation, property_name,
|
|
&final,
|
|
pspec,
|
|
is_fixed);
|
|
}
|
|
|
|
property_name = va_arg (var_args, gchar*);
|
|
}
|
|
}
|
|
|
|
static ClutterAnimation *
|
|
animation_create_for_actor (ClutterActor *actor)
|
|
{
|
|
ClutterAnimation *animation;
|
|
GObject *object = G_OBJECT (actor);
|
|
|
|
animation = g_object_get_qdata (object, quark_object_animation);
|
|
if (animation == NULL)
|
|
{
|
|
animation = clutter_animation_new ();
|
|
clutter_animation_set_object (animation, object);
|
|
g_object_set_qdata (object, quark_object_animation, animation);
|
|
|
|
CLUTTER_NOTE (ANIMATION,
|
|
"Created new Animation [%p] for actor [%p]",
|
|
animation,
|
|
actor);
|
|
}
|
|
else
|
|
{
|
|
CLUTTER_NOTE (ANIMATION,
|
|
"Reusing Animation [%p] for actor [%p]",
|
|
animation,
|
|
actor);
|
|
}
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_animate_with_alpha:
|
|
* @actor: a #ClutterActor
|
|
* @alpha: a #ClutterAlpha
|
|
* @first_property_name: the name of a property
|
|
* @VarArgs: a %NULL terminated list of property names and
|
|
* property values
|
|
*
|
|
* Animates the given list of properties of @actor between the current
|
|
* value for each property and a new final value. The animation has a
|
|
* definite behaviour given by the passed @alpha.
|
|
*
|
|
* See clutter_actor_animate() for further details.
|
|
*
|
|
* This function is useful if you want to use an existing #ClutterAlpha
|
|
* to animate @actor.
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation object. The object is owned by the
|
|
* #ClutterActor and should not be unreferenced with g_object_unref()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_animate_with_alpha (ClutterActor *actor,
|
|
ClutterAlpha *alpha,
|
|
const gchar *first_property_name,
|
|
...)
|
|
{
|
|
ClutterAnimation *animation;
|
|
ClutterTimeline *timeline;
|
|
va_list args;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
g_return_val_if_fail (CLUTTER_IS_ALPHA (alpha), NULL);
|
|
g_return_val_if_fail (first_property_name != NULL, NULL);
|
|
|
|
timeline = clutter_alpha_get_timeline (alpha);
|
|
if (timeline == NULL)
|
|
{
|
|
g_warning ("The passed ClutterAlpha does not have an "
|
|
"associated ClutterTimeline.");
|
|
return NULL;
|
|
}
|
|
|
|
animation = animation_create_for_actor (actor);
|
|
clutter_animation_set_alpha (animation, alpha);
|
|
|
|
va_start (args, first_property_name);
|
|
clutter_animation_setup_valist (animation, first_property_name, args);
|
|
va_end (args);
|
|
|
|
clutter_animation_start (animation);
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_animate_with_timeline:
|
|
* @actor: a #ClutterActor
|
|
* @mode: an animation mode logical id
|
|
* @timeline: a #ClutterTimeline
|
|
* @first_property_name: the name of a property
|
|
* @VarArgs: a %NULL terminated list of property names and
|
|
* property values
|
|
*
|
|
* Animates the given list of properties of @actor between the current
|
|
* value for each property and a new final value. The animation has a
|
|
* definite duration given by @timeline and a speed given by the @mode.
|
|
*
|
|
* See clutter_actor_animate() for further details.
|
|
*
|
|
* This function is useful if you want to use an existing timeline
|
|
* to animate @actor.
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation object. The object is
|
|
* owned by the #ClutterActor and should not be unreferenced with
|
|
* g_object_unref()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_animate_with_timeline (ClutterActor *actor,
|
|
gulong mode,
|
|
ClutterTimeline *timeline,
|
|
const gchar *first_property_name,
|
|
...)
|
|
{
|
|
ClutterAnimation *animation;
|
|
va_list args;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
|
|
g_return_val_if_fail (first_property_name != NULL, NULL);
|
|
|
|
animation = animation_create_for_actor (actor);
|
|
clutter_animation_set_mode (animation, mode);
|
|
clutter_animation_set_timeline (animation, timeline);
|
|
|
|
va_start (args, first_property_name);
|
|
clutter_animation_setup_valist (animation, first_property_name, args);
|
|
va_end (args);
|
|
|
|
clutter_animation_start (animation);
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_animate:
|
|
* @actor: a #ClutterActor
|
|
* @mode: an animation mode logical id
|
|
* @duration: duration of the animation, in milliseconds
|
|
* @first_property_name: the name of a property
|
|
* @VarArgs: a %NULL terminated list of property names and
|
|
* property values
|
|
*
|
|
* Animates the given list of properties of @actor between the current
|
|
* value for each property and a new final value. The animation has a
|
|
* definite duration and a speed given by the @mode.
|
|
*
|
|
* For example, this:
|
|
*
|
|
* |[
|
|
* clutter_actor_animate (rectangle, CLUTTER_LINEAR, 250,
|
|
* "width", 100.0,
|
|
* "height", 100.0,
|
|
* NULL);
|
|
* ]|
|
|
*
|
|
* will make width and height properties of the #ClutterActor "rectangle"
|
|
* grow linearly between the current value and 100 pixels, in 250 milliseconds.
|
|
*
|
|
* The animation @mode is a logical id, either from the #ClutterAnimationMode
|
|
* enumeration of from clutter_alpha_register_func().
|
|
*
|
|
* All the properties specified will be animated between the current value
|
|
* and the final value. If a property should be set at the beginning of
|
|
* the animation but not updated during the animation, it should be prefixed
|
|
* by the "fixed::" string, for instance:
|
|
*
|
|
* |[
|
|
* clutter_actor_animate (actor, CLUTTER_EASE_IN_SINE, 100,
|
|
* "rotation-angle-z", 360.0,
|
|
* "fixed::rotation-center-z", &center,
|
|
* NULL);
|
|
* ]|
|
|
*
|
|
* Will animate the "rotation-angle-z" property between the current value
|
|
* and 360 degrees, and set the "rotation-center-z" property to the fixed
|
|
* value of the #ClutterVertex "center".
|
|
*
|
|
* This function will implicitly create a #ClutterAnimation object which
|
|
* will be assigned to the @actor and will be returned to the developer
|
|
* to control the animation or to know when the animation has been
|
|
* completed.
|
|
*
|
|
* If a name argument starts with "signal::", "signal-after::" or
|
|
* "signal-swapped::" the two following arguments are used as callback
|
|
* function and data for a signal handler installed on the
|
|
* #ClutterAnimation object for the specified signal name, for
|
|
* instance:
|
|
*
|
|
* |[
|
|
*
|
|
* static void
|
|
* on_animation_completed (ClutterAnimation *animation,
|
|
* ClutterActor *actor)
|
|
* {
|
|
* clutter_actor_hide (actor);
|
|
* }
|
|
*
|
|
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 100,
|
|
* "opacity", 0,
|
|
* "signal::completed", on_animation_completed, actor,
|
|
* NULL);
|
|
* ]|
|
|
*
|
|
* The "signal::" modifier is the equivalent of using g_signal_connect();
|
|
* the "signal-after::" modifier is the equivalent of using
|
|
* g_signal_connect_after(); the "signal-swapped::" modifier is the equivalent
|
|
* of using g_signal_connect_swapped(). The clutter_actor_animate() function
|
|
* will not keep track of multiple connections to the same signal, so it is
|
|
* your responsability to avoid them when calling clutter_actor_animate()
|
|
* multiple times on the same actor.
|
|
*
|
|
* Calling this function on an actor that is already being animated
|
|
* will cause the current animation to change with the new final values,
|
|
* the new easing mode and the new duration - that is, this code:
|
|
*
|
|
* |[
|
|
* clutter_actor_animate (actor, CLUTTER_LINEAR, 250,
|
|
* "width", 100.0,
|
|
* "height", 100.0,
|
|
* NULL);
|
|
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 500,
|
|
* "x", 100.0,
|
|
* "y", 100.0,
|
|
* "width", 200.0,
|
|
* NULL);
|
|
* ]|
|
|
*
|
|
* is the equivalent of:
|
|
*
|
|
* |[
|
|
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 500,
|
|
* "x", 100.0,
|
|
* "y", 100.0,
|
|
* "width", 200.0,
|
|
* "height", 100.0,
|
|
* NULL);
|
|
* ]|
|
|
*
|
|
* <note>Unless the animation is looping, the #ClutterAnimation created by
|
|
* clutter_actor_animate() will become invalid as soon as it is
|
|
* complete.</note>
|
|
*
|
|
* Since the created #ClutterAnimation instance attached to @actor
|
|
* is guaranteed to be valid throughout the #ClutterAnimation::completed
|
|
* signal emission chain, you will not be able to create a new animation
|
|
* using clutter_actor_animate() on the same @actor from within the
|
|
* #ClutterAnimation::completed signal handler unless you use
|
|
* g_signal_connect_after() to connect the callback function, for instance:
|
|
*
|
|
* |[
|
|
* static void
|
|
* on_animation_completed (ClutterAnimation *animation,
|
|
* ClutterActor *actor)
|
|
* {
|
|
* clutter_actor_animate (actor, CLUTTER_EASE_OUT_CUBIC, 250,
|
|
* "x", 500.0,
|
|
* "y", 500.0,
|
|
* NULL);
|
|
* }
|
|
*
|
|
* ...
|
|
* animation = clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 250,
|
|
* "x", 100.0,
|
|
* "y", 100.0,
|
|
* NULL);
|
|
* g_signal_connect (animation, "completed",
|
|
* G_CALLBACK (on_animation_completed),
|
|
* actor);
|
|
* ...
|
|
* ]|
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation object. The object is
|
|
* owned by the #ClutterActor and should not be unreferenced with
|
|
* g_object_unref()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_animate (ClutterActor *actor,
|
|
gulong mode,
|
|
guint duration,
|
|
const gchar *first_property_name,
|
|
...)
|
|
{
|
|
ClutterAnimation *animation;
|
|
va_list args;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
g_return_val_if_fail (mode != CLUTTER_CUSTOM_MODE, NULL);
|
|
g_return_val_if_fail (duration > 0, NULL);
|
|
g_return_val_if_fail (first_property_name != NULL, NULL);
|
|
|
|
animation = animation_create_for_actor (actor);
|
|
clutter_animation_set_mode (animation, mode);
|
|
clutter_animation_set_duration (animation, duration);
|
|
|
|
va_start (args, first_property_name);
|
|
clutter_animation_setup_valist (animation, first_property_name, args);
|
|
va_end (args);
|
|
|
|
clutter_animation_start (animation);
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_animatev:
|
|
* @actor: a #ClutterActor
|
|
* @mode: an animation mode logical id
|
|
* @duration: duration of the animation, in milliseconds
|
|
* @n_properties: number of property names and values
|
|
* @properties: (array length=n_properties) (element-type utf8): a vector
|
|
* containing the property names to set
|
|
* @values: (array length=n_properies): a vector containing the
|
|
* property values to set
|
|
*
|
|
* Animates the given list of properties of @actor between the current
|
|
* value for each property and a new final value. The animation has a
|
|
* definite duration and a speed given by the @mode.
|
|
*
|
|
* This is the vector-based variant of clutter_actor_animate(), useful
|
|
* for language bindings.
|
|
*
|
|
* <warning>Unlike clutter_actor_animate(), this function will not
|
|
* allow you to specify "signal::" names and callbacks.</warning>
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation object. The object is
|
|
* owned by the #ClutterActor and should not be unreferenced with
|
|
* g_object_unref()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_animatev (ClutterActor *actor,
|
|
gulong mode,
|
|
guint duration,
|
|
gint n_properties,
|
|
const gchar * const properties[],
|
|
const GValue *values)
|
|
{
|
|
ClutterAnimation *animation;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
g_return_val_if_fail (mode != CLUTTER_CUSTOM_MODE, NULL);
|
|
g_return_val_if_fail (duration > 0, NULL);
|
|
g_return_val_if_fail (properties != NULL, NULL);
|
|
g_return_val_if_fail (values != NULL, NULL);
|
|
|
|
animation = animation_create_for_actor (actor);
|
|
clutter_animation_set_mode (animation, mode);
|
|
clutter_animation_set_duration (animation, duration);
|
|
clutter_animation_setupv (animation, n_properties, properties, values);
|
|
clutter_animation_start (animation);
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_animate_with_timelinev:
|
|
* @actor: a #ClutterActor
|
|
* @mode: an animation mode logical id
|
|
* @timeline: a #ClutterTimeline
|
|
* @n_properties: number of property names and values
|
|
* @properties: (array length=n_properties) (element-type utf8): a vector
|
|
* containing the property names to set
|
|
* @values: (array length=n_properies): a vector containing the
|
|
* property values to set
|
|
*
|
|
* Animates the given list of properties of @actor between the current
|
|
* value for each property and a new final value. The animation has a
|
|
* definite duration given by @timeline and a speed given by the @mode.
|
|
*
|
|
* See clutter_actor_animate() for further details.
|
|
*
|
|
* This function is useful if you want to use an existing timeline
|
|
* to animate @actor.
|
|
*
|
|
* This is the vector-based variant of clutter_actor_animate_with_timeline(),
|
|
* useful for language bindings.
|
|
*
|
|
* <warning>Unlike clutter_actor_animate_with_timeline(), this function
|
|
* will not allow you to specify "signal::" names and callbacks.</warning>
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation object. The object is
|
|
* owned by the #ClutterActor and should not be unreferenced with
|
|
* g_object_unref()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_animate_with_timelinev (ClutterActor *actor,
|
|
gulong mode,
|
|
ClutterTimeline *timeline,
|
|
gint n_properties,
|
|
const gchar * const properties[],
|
|
const GValue *values)
|
|
{
|
|
ClutterAnimation *animation;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
|
|
g_return_val_if_fail (properties != NULL, NULL);
|
|
g_return_val_if_fail (values != NULL, NULL);
|
|
|
|
animation = animation_create_for_actor (actor);
|
|
clutter_animation_set_mode (animation, mode);
|
|
clutter_animation_set_timeline (animation, timeline);
|
|
clutter_animation_setupv (animation, n_properties, properties, values);
|
|
clutter_animation_start (animation);
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_animate_with_alphav:
|
|
* @actor: a #ClutterActor
|
|
* @alpha: a #ClutterAlpha
|
|
* @n_properties: number of property names and values
|
|
* @properties: (array length=n_properties) (element-type utf8): a vector
|
|
* containing the property names to set
|
|
* @values: (array length=n_properies): a vector containing the
|
|
* property values to set
|
|
*
|
|
* Animates the given list of properties of @actor between the current
|
|
* value for each property and a new final value. The animation has a
|
|
* definite behaviour given by the passed @alpha.
|
|
*
|
|
* See clutter_actor_animate() for further details.
|
|
*
|
|
* This function is useful if you want to use an existing #ClutterAlpha
|
|
* to animate @actor.
|
|
*
|
|
* This is the vector-based variant of clutter_actor_animate_with_alpha(),
|
|
* useful for language bindings.
|
|
*
|
|
* <warning>Unlike clutter_actor_animate_with_alpha(), this function will
|
|
* not allow you to specify "signal::" names and callbacks.</warning>
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation object. The object is owned by the
|
|
* #ClutterActor and should not be unreferenced with g_object_unref()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_animate_with_alphav (ClutterActor *actor,
|
|
ClutterAlpha *alpha,
|
|
gint n_properties,
|
|
const gchar * const properties[],
|
|
const GValue *values)
|
|
{
|
|
ClutterAnimation *animation;
|
|
ClutterTimeline *timeline;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
g_return_val_if_fail (CLUTTER_IS_ALPHA (alpha), NULL);
|
|
g_return_val_if_fail (properties != NULL, NULL);
|
|
g_return_val_if_fail (values != NULL, NULL);
|
|
|
|
timeline = clutter_alpha_get_timeline (alpha);
|
|
if (timeline == NULL)
|
|
{
|
|
g_warning ("The passed ClutterAlpha does not have an "
|
|
"associated ClutterTimeline.");
|
|
return NULL;
|
|
}
|
|
|
|
animation = animation_create_for_actor (actor);
|
|
clutter_animation_set_alpha (animation, alpha);
|
|
clutter_animation_setupv (animation, n_properties, properties, values);
|
|
clutter_animation_start (animation);
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_animation:
|
|
* @actor: a #ClutterActor
|
|
*
|
|
* Retrieves the #ClutterAnimation used by @actor, if clutter_actor_animate()
|
|
* has been called on @actor.
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation, or %NULL
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_get_animation (ClutterActor *actor)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
|
|
return g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
|
|
}
|