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abd6832dd9
* clutter/clutter-actor.c: * clutter/clutter-backend.c: * clutter/clutter-behaviour-depth.c: * clutter/clutter-box.c: * clutter/clutter-clone-texture.c: * clutter/clutter-container.c: * clutter/clutter-entry.c: * clutter/clutter-feature.c: * clutter/clutter-fixed.c: * clutter/clutter-group.c: * clutter/clutter-hbox.c: * clutter/clutter-label.c: * clutter/clutter-layout.c: * clutter/clutter-media.c: * clutter/clutter-rectangle.c: * clutter/clutter-score.c: * clutter/clutter-script.c: * clutter/clutter-stage.c: * clutter/clutter-texture.c: * clutter/clutter-timeline.c: * clutter/clutter-timeout-pool.c: * clutter/clutter-vbox.c: * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/cogl.c: * clutter/eglnative/clutter-backend-egl.c: * clutter/eglnative/clutter-event-egl.c: * clutter/eglnative/clutter-stage-egl.c: * clutter/eglx/clutter-backend-egl.c: * clutter/eglx/clutter-event-egl.c: * clutter/eglx/clutter-stage-egl.c: * clutter/glx/clutter-event-glx.c: * clutter/json/json-array.c: * clutter/json/json-generator.c: * clutter/json/json-node.c: * clutter/json/json-object.c: * clutter/json/json-parser.c: * clutter/sdl/clutter-backend-sdl.c: * clutter/sdl/clutter-event-sdl.c: * clutter/sdl/clutter-stage-sdl.c: Fixedup config.h inclusion (must always be bracketed with #ifdef HAVE_CONFIG_H).
502 lines
11 KiB
C
502 lines
11 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2007 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/*
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* IDEAS:
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* API;
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* - add()
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* + an new timeline to beginning of score
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* - append (timeline_existing, timeline_new, delay)
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* + appends a new timeline to an existing one
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*
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* ScoreEntry
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* {
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* Timeline *base;
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* GList *next_timelines; - to start on completion of base,
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* (points to score entrys)
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* Callback id;
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* delay
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* }
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*
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* start()/stop(),remove(),remove_all() ?
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*/
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/**
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* SECTION:clutter-score
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* @short_description: Sequencing multiple #ClutterTimelines in order
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*
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* #ClutterScore is a base class for sequencing multiple timelines in order.
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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 "clutter-score.h"
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#include "clutter-main.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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#include "clutter-debug.h"
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G_DEFINE_TYPE (ClutterScore, clutter_score, G_TYPE_OBJECT);
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typedef struct ClutterScoreEntry
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{
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ClutterTimeline *timeline;
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gulong handler_id;
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GSList *child_entries;
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ClutterScore *score;
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}
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ClutterScoreEntry;
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struct _ClutterScorePrivate
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{
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GSList *entries;
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GHashTable *running_timelines;
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guint loop : 1;
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};
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enum
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{
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PROP_0,
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PROP_LOOP
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};
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enum
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{
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NEW_TIMELINE,
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STARTED,
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PAUSED,
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COMPLETED,
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LAST_SIGNAL
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};
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/* static int score_signals[LAST_SIGNAL] = { 0 }; */
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static void start_entry (ClutterScoreEntry *entry);
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/* Object */
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static void
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clutter_score_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterScore *score;
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ClutterScorePrivate *priv;
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score = CLUTTER_SCORE(object);
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priv = score->priv;
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switch (prop_id)
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{
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case PROP_LOOP:
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priv->loop = g_value_get_boolean (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_score_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterScore *score;
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ClutterScorePrivate *priv;
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score = CLUTTER_SCORE(object);
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priv = score->priv;
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switch (prop_id)
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{
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case PROP_LOOP:
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g_value_set_boolean (value, priv->loop);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_score_finalize (GObject *object)
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{
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G_OBJECT_CLASS (clutter_score_parent_class)->finalize (object);
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}
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static void
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clutter_score_dispose (GObject *object)
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{
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ClutterScore *self = CLUTTER_SCORE(object);
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ClutterScorePrivate *priv;
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priv = self->priv;
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if (priv != NULL)
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{
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}
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G_OBJECT_CLASS (clutter_score_parent_class)->dispose (object);
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}
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static void
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clutter_score_class_init (ClutterScoreClass *klass)
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{
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GObjectClass *object_class;
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object_class = (GObjectClass*) klass;
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object_class->set_property = clutter_score_set_property;
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object_class->get_property = clutter_score_get_property;
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object_class->finalize = clutter_score_finalize;
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object_class->dispose = clutter_score_dispose;
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g_type_class_add_private (klass, sizeof (ClutterScorePrivate));
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#if 0
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/**
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* ClutterScore::new-frame:
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* @score: the score which received the signal
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* @timeline: the number of the new frame
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*
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* The ::new-timeline signal is emitted each time a new timeline in the
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* score is reached.
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*/
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score_signals[NEW_TIMELINE] =
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g_signal_new ("new-timeline",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterScoreClass, new_frame),
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NULL, NULL,
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clutter_marshal_VOID__OBJECT,
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G_TYPE_NONE,
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1, CLUTTER_TYPE_TIMELINE);
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score_signals[COMPLETED] =
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g_signal_new ("completed",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterScoreClass, completed),
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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score_signals[STARTED] =
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g_signal_new ("started",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterScoreClass, started),
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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score_signals[PAUSED] =
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g_signal_new ("paused",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterScoreClass, paused),
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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#endif
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}
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static void
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clutter_score_init (ClutterScore *self)
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{
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self->priv = G_TYPE_INSTANCE_GET_PRIVATE(self,
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CLUTTER_TYPE_SCORE,
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ClutterScorePrivate);
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self->priv->running_timelines = g_hash_table_new(NULL, NULL);
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}
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/**
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* clutter_score_set_loop:
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* @score: a #ClutterScore
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* @loop: %TRUE for enable looping
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*
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* Sets whether @score should loop.
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*/
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void
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clutter_score_set_loop (ClutterScore *score,
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gboolean loop)
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{
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g_return_if_fail (CLUTTER_IS_SCORE (score));
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if (score->priv->loop != loop)
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{
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g_object_ref (score);
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score->priv->loop = loop;
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g_object_notify (G_OBJECT (score), "loop");
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g_object_unref (score);
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}
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}
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/**
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* clutter_score_get_loop:
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* @score: a #ClutterScore
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*
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* Gets whether @score is looping
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*
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* Return value: %TRUE if the score is looping
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*/
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gboolean
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clutter_score_get_loop (ClutterScore *score)
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{
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g_return_val_if_fail (CLUTTER_IS_SCORE (score), FALSE);
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return score->priv->loop;
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}
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/**
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* clutter_score_rewind:
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* @score: A #ClutterScore
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*
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* Rewinds #ClutterScore to frame 0.
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**/
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void
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clutter_score_rewind (ClutterScore *score)
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{
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g_return_if_fail (CLUTTER_IS_SCORE (score));
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}
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/**
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* clutter_score_is_playing:
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* @score: A #ClutterScore
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*
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* Query state of a #ClutterScore instance.
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*
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* Return Value: TRUE if score is currently playing, FALSE if not.
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*/
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gboolean
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clutter_score_is_playing (ClutterScore *score)
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{
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g_return_val_if_fail (CLUTTER_IS_SCORE (score), FALSE);
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return !!g_hash_table_size(score->priv->running_timelines);
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}
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static void
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on_timeline_finish (ClutterTimeline *timeline,
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ClutterScoreEntry *entry)
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{
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GSList *item;
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g_hash_table_remove (entry->score->priv->running_timelines,
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GINT_TO_POINTER(entry->handler_id));
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g_signal_handler_disconnect (timeline, entry->handler_id);
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printf("completed %li\n", entry->handler_id);
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for (item = entry->child_entries; item != NULL; item = item->next)
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{
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ClutterScoreEntry *child_entry = item->data;
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start_entry (child_entry);
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}
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if (clutter_score_is_playing (entry->score) == FALSE)
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{
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/* Score has finished - fire 'completed' signal */
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/* Also check if looped etc */
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printf("looks like we finished\n");
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}
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}
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static void
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start_entry (ClutterScoreEntry *entry)
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{
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entry->handler_id = g_signal_connect (entry->timeline,
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"completed",
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G_CALLBACK (on_timeline_finish),
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entry);
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printf("started %li\n", entry->handler_id);
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g_hash_table_insert (entry->score->priv->running_timelines,
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GINT_TO_POINTER(entry->handler_id),
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entry);
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clutter_timeline_start (entry->timeline);
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}
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/**
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* clutter_score_start:
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* @score: A #ClutterScore
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*
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* Query state of a #ClutterScore instance.
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*
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* Return Value: TRUE if score is currently playing, FALSE if not.
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*/
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void
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clutter_score_start (ClutterScore *score)
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{
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GSList *item;
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ClutterScorePrivate *priv;
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g_return_if_fail (CLUTTER_IS_SCORE (score));
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priv = score->priv;
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for (item = priv->entries; item != NULL; item = item->next)
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{
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ClutterScoreEntry *entry = item->data;
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start_entry (entry);
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}
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}
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/**
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* clutter_score_start:
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* @score: A #ClutterScore
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*
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* Query state of a #ClutterScore instance.
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*
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* Return Value: TRUE if score is currently playing, FALSE if not.
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*/
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void
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clutter_score_stop (ClutterScore *score)
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{
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g_return_if_fail (CLUTTER_IS_SCORE (score));
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/* foreach hash / pause */
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}
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static ClutterScoreEntry*
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find_entry (GSList *list, ClutterTimeline *timeline)
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{
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GSList *item;
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ClutterScoreEntry *res = NULL;
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if (list == NULL)
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return NULL;
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for (item = list; item != NULL && res == NULL; item = item->next)
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{
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ClutterScoreEntry *entry = item->data;
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g_assert (entry != NULL);
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if (entry->timeline == timeline)
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return entry;
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if (entry->child_entries)
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res = find_entry (entry->child_entries, timeline);
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}
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return res;
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}
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/**
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* clutter_score_append:
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* @score: A #ClutterScore
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* @timeline_existing: A #ClutterTimeline in the score
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* @timeline_new: A new #ClutterTimeline to start when #timeline_existing has
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* completed,
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*
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* Appends a new timeline to an one existing in the score.
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*
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*/
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void
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clutter_score_append (ClutterScore *score,
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ClutterTimeline *timeline_existing,
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ClutterTimeline *timeline_new)
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{
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ClutterScorePrivate *priv;
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ClutterScoreEntry *entry, *entry_new;
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priv = score->priv;
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/* Appends a timeline to the end of another */
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if ((entry = find_entry (priv->entries, timeline_existing)) != NULL)
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{
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entry_new = g_new0(ClutterScoreEntry, 1);
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entry->timeline = g_object_ref (timeline_new);
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entry->score = score;
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entry->child_entries = g_slist_append (entry->child_entries, entry);
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}
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}
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/**
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* clutter_score_add:
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* @score: A #ClutterScore
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* @timeline: A #ClutterTimeline
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*
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* Adds a new initial timeline to start when the score is started.
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*
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*/
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void
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clutter_score_add (ClutterScore *score,
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ClutterTimeline *timeline)
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{
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ClutterScorePrivate *priv;
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ClutterScoreEntry *entry;
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priv = score->priv;
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/* Added timelines are always started first */
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entry = g_new0(ClutterScoreEntry, 1);
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entry->timeline = g_object_ref (timeline);
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entry->score = score;
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score->priv->entries = g_slist_append (score->priv->entries, entry);
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}
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void
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clutter_score_remove (ClutterScore *score,
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ClutterTimeline *timeline_parent,
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ClutterTimeline *timeline)
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{
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}
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void
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clutter_score_remove_all (ClutterScore *score)
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{
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}
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/**
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* clutter_score_new:
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*
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* Create a new #ClutterScore instance.
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*
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* Return Value: a new #ClutterScore
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*/
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ClutterScore*
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clutter_score_new ()
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{
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return g_object_new (CLUTTER_TYPE_SCORE, NULL);
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}
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