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c9b6a89d04
* clutter/clutter-behaviour-path.h: * clutter/clutter-behaviour-path.c: Add "since" strings; add a "knot" property which can be used to append a knot to the path; fix apidoc. * clutter/clutter-alpha.c: Add "since" strings. * clutter/clutter-feature.c: Add apidoc. * clutter/clutter-behaviour-opacity.c: Add the "opacity-start" and "opacity-end" properties; rewrite constructor to use them.
521 lines
13 KiB
C
521 lines
13 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-behaviour-path
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* @short_description: A behaviour class interpolating actors along a defined
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* path.
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*
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* #ClutterBehaviourPath interpolates actors along a defined path.
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*
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* A path is a set of #ClutterKnots object given when creating a new
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* #ClutterBehaviourPath instance. Knots can be also added to the path
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* using clutter_behaviour_path_append_knot(). The whole path can be
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* cleared using clutter_behaviour_path_clear(). Each time the behaviour
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* reaches a knot in the path, the "knot-reached" signal is emitted.
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*
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* Since: 0.2
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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-actor.h"
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#include "clutter-behaviour.h"
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#include "clutter-marshal.h"
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#include "clutter-enum-types.h"
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#include "clutter-main.h"
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#include "clutter-behaviour-path.h"
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#include <math.h>
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static ClutterKnot *
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clutter_knot_copy (const ClutterKnot *knot)
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{
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ClutterKnot *copy;
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copy = g_slice_new0 (ClutterKnot);
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*copy = *knot;
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return copy;
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}
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static void
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clutter_knot_free (ClutterKnot *knot)
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{
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if (G_LIKELY (knot))
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{
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g_slice_free (ClutterKnot, knot);
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}
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}
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GType
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clutter_knot_get_type (void)
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{
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static GType our_type = 0;
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if (G_UNLIKELY (!our_type))
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our_type = g_boxed_type_register_static
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("ClutterKnot",
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(GBoxedCopyFunc) clutter_knot_copy,
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(GBoxedFreeFunc) clutter_knot_free);
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return our_type;
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}
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G_DEFINE_TYPE (ClutterBehaviourPath,
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clutter_behaviour_path,
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CLUTTER_TYPE_BEHAVIOUR);
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struct _ClutterBehaviourPathPrivate
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{
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GSList *knots;
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};
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#define CLUTTER_BEHAVIOUR_PATH_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
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CLUTTER_TYPE_BEHAVIOUR_PATH, \
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ClutterBehaviourPathPrivate))
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enum
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{
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KNOT_REACHED,
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LAST_SIGNAL
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};
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static guint path_signals[LAST_SIGNAL] = { 0, };
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enum
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{
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PROP_0,
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PROP_KNOT
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};
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static void
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clutter_behaviour_path_finalize (GObject *object)
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{
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ClutterBehaviourPath *self = CLUTTER_BEHAVIOUR_PATH(object);
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g_slist_foreach (self->priv->knots, (GFunc) clutter_knot_free, NULL);
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g_slist_free (self->priv->knots);
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G_OBJECT_CLASS (clutter_behaviour_path_parent_class)->finalize (object);
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}
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static inline void
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interpolate (const ClutterKnot *begin,
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const ClutterKnot *end,
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ClutterKnot *out,
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double t)
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{
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/* FIXME: fixed point */
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out->x = begin->x + t * (end->x - begin->x);
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out->y = begin->y + t * (end->y - begin->y);
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}
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static gint
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node_distance (const ClutterKnot *begin,
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const ClutterKnot *end)
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{
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g_return_val_if_fail (begin != NULL, 0);
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g_return_val_if_fail (end != NULL, 0);
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/* FIXME: need fixed point here */
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return sqrt ((end->x - begin->x) * (end->x - begin->x) +
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(end->y - begin->y) * (end->y - begin->y));
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}
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static gint
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path_total_length (ClutterBehaviourPath *behave)
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{
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GSList *l;
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gint len = 0;
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for (l = behave->priv->knots; l != NULL; l = l->next)
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if (l->next)
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len += node_distance (l->data, l->next->data);
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return len;
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}
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static void
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actor_apply_knot_foreach (ClutterActor *actor,
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ClutterKnot *knot)
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{
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clutter_actor_set_position (actor, knot->x, knot->y);
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}
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static void
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path_alpha_to_position (ClutterBehaviourPath *behave,
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guint32 alpha)
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{
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ClutterBehaviourPathPrivate *priv = behave->priv;
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ClutterBehaviour *behaviour = CLUTTER_BEHAVIOUR (behave);
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GSList *l;
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gint total_len, offset, dist_to_next, dist = 0;
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/* FIXME: Optimise. Much of the data used here can be pre-generated
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* ( total_len, dist between knots ) when knots are added/removed.
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*/
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/* Calculation as follows:
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* o Get total length of path
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* o Find the offset on path where alpha val corresponds to
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* o Figure out between which knots this offset lies.
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* o Interpolate new co-ords via dist between these knots
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* o Apply to actors.
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*/
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total_len = path_total_length (behave);
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offset = (alpha * total_len) / CLUTTER_ALPHA_MAX_ALPHA;
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if (offset == 0)
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{
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clutter_behaviour_actors_foreach (behaviour,
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(GFunc) actor_apply_knot_foreach,
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priv->knots->data);
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g_signal_emit (behave, path_signals[KNOT_REACHED], 0,
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priv->knots->data);
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return;
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}
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for (l = priv->knots; l != NULL; l = l->next)
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{
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ClutterKnot *knot = l->data;
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if (l->next)
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{
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ClutterKnot *next = l->next->data;
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dist_to_next = node_distance (knot, next);
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if (offset >= dist && offset < (dist + dist_to_next))
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{
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ClutterKnot new;
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double t;
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/* FIXME: Use fixed */
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t = (double) (offset - dist) / dist_to_next;
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interpolate (knot, next, &new, t);
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clutter_behaviour_actors_foreach (behaviour,
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(GFunc)actor_apply_knot_foreach,
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&new);
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g_signal_emit (behave, path_signals[KNOT_REACHED], 0, &new);
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return;
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}
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}
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dist += dist_to_next;
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}
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}
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static void
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clutter_behaviour_path_alpha_notify (ClutterBehaviour *behave,
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guint32 alpha_value)
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{
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path_alpha_to_position (CLUTTER_BEHAVIOUR_PATH (behave), alpha_value);
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}
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static void
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clutter_behaviour_path_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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ClutterBehaviourPath *pathb = CLUTTER_BEHAVIOUR_PATH (gobject);
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switch (prop_id)
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{
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case PROP_KNOT:
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clutter_behaviour_path_append_knot (pathb, g_value_get_boxed (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_behaviour_path_class_init (ClutterBehaviourPathClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterBehaviourClass *behave_class = CLUTTER_BEHAVIOUR_CLASS (klass);
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gobject_class->set_property = clutter_behaviour_path_set_property;
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gobject_class->finalize = clutter_behaviour_path_finalize;
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/**
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* ClutterBehaviourPath:knot:
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*
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* This property can be used to append a new knot to the path.
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*
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* Since: 0.2
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*/
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g_object_class_install_property (gobject_class,
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PROP_KNOT,
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g_param_spec_boxed ("knot",
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"Knot",
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"Can be used to append a knot to the path",
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CLUTTER_TYPE_KNOT,
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G_PARAM_WRITABLE));
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/**
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* ClutterBehaviourPath::knot-reached:
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* @pathb: the object which received the signal
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* @knot: the #ClutterKnot reached
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*
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* This signal is emitted each time a node defined inside the path
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* is reached.
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*
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* Since: 0.2
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*/
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path_signals[KNOT_REACHED] =
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g_signal_new ("knot-reached",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterBehaviourPathClass, knot_reached),
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NULL, NULL,
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clutter_marshal_VOID__BOXED,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_KNOT);
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behave_class->alpha_notify = clutter_behaviour_path_alpha_notify;
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g_type_class_add_private (klass, sizeof (ClutterBehaviourPathPrivate));
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}
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static void
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clutter_behaviour_path_init (ClutterBehaviourPath *self)
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{
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ClutterBehaviourPathPrivate *priv;
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self->priv = priv = CLUTTER_BEHAVIOUR_PATH_GET_PRIVATE (self);
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}
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/**
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* clutter_behaviour_path_new:
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* @alpha: a #ClutterAlpha, or %NULL
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* @knots: a list of #ClutterKnots, or %NULL for an empty path
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* @n_knots: the number of nodes in the path
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*
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* Creates a new path behaviour. You can use this behaviour to drive
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* actors along the nodes of a path, described by the @knots.
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*
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* Return value: a #ClutterBehaviour
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*
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* Since: 0.2
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*/
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ClutterBehaviour *
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clutter_behaviour_path_new (ClutterAlpha *alpha,
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const ClutterKnot *knots,
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guint n_knots)
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{
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ClutterBehaviourPath *behave;
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gint i;
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behave = g_object_new (CLUTTER_TYPE_BEHAVIOUR_PATH,
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"alpha", alpha,
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NULL);
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for (i = 0; i < n_knots; i++)
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{
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ClutterKnot knot = knots[i];
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clutter_behaviour_path_append_knot (behave, &knot);
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}
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return CLUTTER_BEHAVIOUR (behave);
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}
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/**
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* clutter_behaviour_path_get_knots:
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* @pathb: a #ClutterBehvaiourPath
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*
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* Returns a copy of the list of knots contained by @pathb
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*
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* Return value: a #GSList of the paths knots.
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*
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* Since: 0.2
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*/
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GSList *
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clutter_behaviour_path_get_knots (ClutterBehaviourPath *pathb)
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{
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GSList *retval, *l;
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g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb), NULL);
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retval = NULL;
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for (l = pathb->priv->knots; l != NULL; l = l->next)
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retval = g_slist_prepend (retval, l->data);
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return g_slist_reverse (retval);
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}
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/**
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* clutter_behaviour_path_append_knot:
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* @pathb: a #ClutterBehvaiourPath
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* @knot: a #ClutterKnot to append.
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*
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* Appends a #ClutterKnot to the path
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*
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* Since: 0.2
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*/
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void
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clutter_behaviour_path_append_knot (ClutterBehaviourPath *pathb,
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const ClutterKnot *knot)
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{
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ClutterBehaviourPathPrivate *priv;
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb));
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g_return_if_fail (knot != NULL);
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priv = pathb->priv;
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priv->knots = g_slist_append (priv->knots, clutter_knot_copy (knot));
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}
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/**
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* clutter_behaviour_path_insert_knot:
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* @pathb: a #ClutterBehvaiourPath
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* @offset: position in path to insert knot.
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* @knot: a #ClutterKnot to append.
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*
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* Inserts a #ClutterKnot in the path at specified position. Values greater
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* than total number of knots will append the knot at the end of path.
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*
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* Since: 0.2
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*/
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void
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clutter_behaviour_path_insert_knot (ClutterBehaviourPath *pathb,
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guint offset,
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const ClutterKnot *knot)
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{
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ClutterBehaviourPathPrivate *priv;
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb));
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g_return_if_fail (knot != NULL);
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priv = pathb->priv;
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priv->knots = g_slist_insert (priv->knots, clutter_knot_copy (knot), offset);
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}
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/**
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* clutter_behaviour_path_remove_knot:
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* @pathb: a #ClutterBehvaiourPath
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* @offset: position in path to remove knot.
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*
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* Removes a #ClutterKnot in the path at specified offset.
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*
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* Since: 0.2
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*/
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void
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clutter_behaviour_path_remove_knot (ClutterBehaviourPath *pathb,
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guint offset)
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{
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ClutterBehaviourPathPrivate *priv;
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GSList *togo;
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb));
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priv = pathb->priv;
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togo = g_slist_nth (priv->knots, offset);
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if (togo)
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{
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clutter_knot_free ((ClutterKnot*)togo->data);
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priv->knots = g_slist_delete_link (priv->knots, togo);
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}
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}
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static void
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clutter_behaviour_path_append_knots_valist (ClutterBehaviourPath *pathb,
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const ClutterKnot *first_knot,
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va_list args)
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{
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const ClutterKnot * knot;
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knot = first_knot;
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while (knot)
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{
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clutter_behaviour_path_append_knot (pathb, knot);
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knot = va_arg (args, ClutterKnot*);
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}
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}
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/**
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* clutter_behaviour_path_append_knots:
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* @pathb: a #ClutterBehvaiourPath
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* @first_knot: the #ClutterKnot knot to add to the path
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* @Varargs: additional knots to add to the path
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*
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* Adds a NULL-terminated list of knots to a path. This function is
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* equivalent to calling clutter_behaviour_path_append_knot() for each
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* member of the list.
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*
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* Since: 0.2
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*/
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void
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clutter_behaviour_path_append_knots (ClutterBehaviourPath *pathb,
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const ClutterKnot *first_knot,
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...)
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{
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va_list args;
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb));
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g_return_if_fail (first_knot != NULL);
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va_start (args, first_knot);
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clutter_behaviour_path_append_knots_valist (pathb, first_knot, args);
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va_end (args);
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}
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/**
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* clutter_behaviour_path_clear:
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* @pathb: a #ClutterBehvaiourPath
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*
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* Removes all knots from a path
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*
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* Since: 0.2
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*/
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void
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clutter_behaviour_path_clear (ClutterBehaviourPath *pathb)
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{
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb));
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g_slist_foreach (pathb->priv->knots, (GFunc) clutter_knot_free, NULL);
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g_slist_free (pathb->priv->knots);
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pathb->priv->knots = NULL;
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}
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