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601 lines
18 KiB
Plaintext
601 lines
18 KiB
Plaintext
<chapter id="clutter-animations">
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<chapterinfo>
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<author>
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<firstname>Matthew</firstname>
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<surname>Allum</surname>
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<affiliation>
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<address>
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<email>mallum@openedhand.com</email>
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</address>
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</affiliation>
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</author>
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</chapterinfo>
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<title>Creating Animations with Clutter</title>
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<para>
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With Clutter using hardware accelration for graphics rendering,
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complex and fast animations are possible. This chapter describes basic
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techniques and the utilities Clutter provides in aiding animation
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creation.
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</para>
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<section id="clutter-animation-basic">
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<title>Basic Animations</title>
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<para>
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The most basic way to create animations with Clutter is via the use of
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g_timeout_add(). This enables a callback function to be called at a
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defined interval. The callback function can then modify actors visual
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properties as to produce an animation.
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</para>
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<example id="clutter-timeout-example">
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<para>
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Simple Rotation...
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</para>
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<programlisting>
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struct RotationClosure {
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ClutterActor *actor;
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ClutterFixed final_angle;
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ClutterFixed current_angle;
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};
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static gboolean
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rotate_actor (gpointer data)
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{
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RotationClosure *clos = data;
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clutter_actor_set_rotationx (clos->actor, clos->current_angle, 0, 0, 0);
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clos->current_angle += CFX_ONE;
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if (clos->current_angle == clos->final_angle)
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return FALSE;
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return TRUE;
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}
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...
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RotationClosure clos = { NULL, }
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clos.actor = an_actor;
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clos.final_angle = CLUTTER_FLOAT_TO_FIXED (360.0);
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clos.current_angle = 0;
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g_timeout_add (1000 / 360, /* fps to interval in milliseconds */
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rotate_actor,
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&clos);
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</programlisting>
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</example>
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<note><title>Priorities</title>
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<para>
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%G_PRIORITY_DEFAULT should always be used as the timeouts priority
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(in case of g_timeout_add_full()) as not to intefere with Clutter's
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scheduling of repaints and input event handling.
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</para>
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</note>
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</section>
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<section id="clutter-animation-timelines">
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<title>Timelines</title>
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<para>
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#ClutterTimeline<!-- -->s abstract a set period of time with a set frame
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rate at which to call a provided callback.
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</para>
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<para>
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#ClutterTimeline<!-- -->s also extend the timeout sources functionality
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further by:
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</para>
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<orderedlist>
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<listitem><para>Having a set duration (in milliseconds) and a set
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'frame rate' - that is, the rate at which the callback is
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called</para></listitem>
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<listitem><para>Passing current progress information to the
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callback</para></listitem>
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<listitem><para>Handling 'dropped frames' and guarenteeing the set
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duration by skipping over frames if the callback cannot keep up with
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the set frame rate</para></listitem>
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<listitem><para>Querying the number of milliseconds elapsed between
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the current and previous callback.</para></listitem>
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<listitem><para>Allowing the timeline to be modified on the fly as
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well as being stopped, started, looped, rewound and
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reversed</para></listitem>
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<listitem><para>Using a #ClutterTimeoutPool to more efficiently
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schedule multiple timeout sources without incurring in potential
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starvation of the main loop slices</para></listitem>
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</orderedlist>
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<para>
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A Timeline is created with;
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</para>
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<programlisting>
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clutter_timeline_new (n_frames, frames_per_seconds);
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</programlisting>
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<para>
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Taking a number of frames and a frames per second, or by;
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</para>
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<programlisting>
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clutter_timeline_new_for_duration (msecs);
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</programlisting>
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<para>
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Which takes the duration of the timeline in milliseconds with a
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default frame rate (See clutter_get_default_frame_rate()).
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</para>
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<para>
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The speed, duration and number of frames of the timeline then be
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modifed via the objects properties and API calls. The timeline can
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be made to loop by settings it "loop" property to %TRUE.
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</para>
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<para>
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The timelines is started via clutter_timeline_start() and its
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playback further manipulated by the clutter_timeline_pause(),
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clutter_timeline_stop(), clutter_timeline_rewind() and
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clutter_timeline_skip() calls.
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</para>
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<para>
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By attaching a handler to the timeline's ClutterTimeline::new-frame
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signal a timeline can then be used to drive an animation by altering
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an actor's visual properties in this callback. The callback looks like:
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</para>
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<programlisting>
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void
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on_new_frame (ClutterTimeline *timeline,
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gint frame_num,
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gpointer user_data)
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{
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}
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</programlisting>
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<para>
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The <literal>frame_num</literal> parameter is set to the timeline's
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current frame number (which is between 0 and the "num-frames" property).
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This value can be used to compute the state of a particular animation
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that is dependant on the frame numer. The clutter_timeline_get_progress()
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function can also be used to get a normalised value of the timeline's
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current position between 0 and 1.
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</para>
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<para>
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Timelines can also be played in reverse by setting the direction using
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clutter_timeline_set_direction(), and can also have a one-time delay set
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before they begin playing by using clutter_timeline_set_delay().
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</para>
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<para>
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Timelines can also control a pyshical simulation; the
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clutter_timeline_get_delta() function allows retrieving the number of
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frames and milliseconds elapsed since the previous callback to ensure
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the physics engine to be able to take the actual time elapsed between
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iterations into account.
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</para>
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<example id="clutter-timeline-example">
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<para>
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The following example demonstrates rotating an actor with a timeline.
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</para>
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<programlisting>
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#include <clutter/clutter.h>
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void
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on_new_frame (ClutterTimeline *timeline,
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gint frame_num,
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gpointer data)
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{
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ClutterActor *actor = CLUTTER_ACTOR(data);
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clutter_actor_set_rotation (actor, CLUTTER_Z_AXIS,
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(gdouble) frame_num,
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clutter_actor_get_width (actor) / 2,
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clutter_actor_get_height (actor) / 2,
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0);
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}
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int
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main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterActor *stage, *actor;
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GdkPixbuf *pixbuf;
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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pixbuf = gdk_pixbuf_new_from_file ("an-image.png", NULL);
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actor = clutter_texture_new_from_pixbuf (pixbuf);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
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clutter_actor_set_position (actor, 100, 100);
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timeline = clutter_timeline_new_for (360, 60); /* a degree per frame */
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clutter_timeline_set_loop (timeline, TRUE);
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g_signal_connect (timeline, "new-frame", G_CALLBACK (on_new_frame), actor);
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clutter_actor_show_all (stage);
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clutter_timeline_start (timeline);
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clutter_main();
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return 0;
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}
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</programlisting>
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</example>
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<note><para>
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Multiple timelines can be sequenced in order by means of the
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#ClutterScore. See the #ClutterScore documentation for more details on
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using this.
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</para></note>
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</section>
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<section id="clutter-animation-behaviours">
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<title>Behaviours</title>
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<para>
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With a large application containing many animations, the use of just
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timelines can become unweldy and difficult to manage with much code
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duplication in the new-frame handlers that can require over complex
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code changes for minor animation modifications. To ease these
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problems the #ClutterAlpha and #ClutterBehaviour classes were created.
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</para>
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<para>
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#ClutterAlpha and #ClutterBehaviour attempt to generalise the
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new-frame function by defining common actions or behaviours that can
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be quickly modified, applied to multiple actors or mixed on a single
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actor.
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</para>
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<para>
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A ClutterAlpha is simply a 'function of time' (not pixel alpha!). It
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is created by referencing a source timeline and a function which
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produces a value between 0 and %CLUTTER_ALPHA_MAX dependant on the
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timeline position. Various prebuilt alpha functions are included
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with Clutter these include
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</para>
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<para>
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<variablelist>
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<varlistentry>
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<term>%CLUTTER_ALPHA_RAMP_INC</term>
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<listitem><simpara>Increasing ramp function</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>%CLUTTER_ALPHA_RAMP_DEC</term>
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<listitem><simpara>Decreasing ramp function</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>%CLUTTER_ALPHA_RAMP</term>
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<listitem><simpara>Full ramp function</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>%CLUTTER_ALPHA_SINE_INC</term>
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<listitem><simpara>Increasing sine function</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>%CLUTTER_ALPHA_SINE_DEC</term>
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<listitem><simpara>Decreasing sine function</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>%CLUTTER_ALPHA_SINE_HALF</term>
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<listitem><simpara>Half sine function</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>%CLUTTER_ALPHA_SINE</term>
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<listitem><simpara>Full sine function</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>%CLUTTER_ALPHA_SQUARE</term>
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<listitem><simpara>Square waveform ("step") function</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>%CLUTTER_ALPHA_SMOOTHSTEP_INC</term>
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<listitem><simpara>Increasing smooth transition step
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function</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>%CLUTTER_ALPHA_SMOOTHSTEP_DEC</term>
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<listitem><simpara>Decreasing smooth transition step
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function</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>%CLUTTER_ALPHA_EXP_INC</term>
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<listitem><simpara>Increasing exponential function</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>%CLUTTER_ALPHA_EXP_DEC</term>
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<listitem><simpara>Decreasing exponential function</simpara></listitem>
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</varlistentry>
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</variablelist>
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</para>
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<para>
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A Behaviour is created with a #ClutterAlpha and a set of limits for
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whatever the behaviour modifys actor wise. The current #ClutterAlpha
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value is then mapped to a value between these limits and this value
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set on any applied actors. With the #ClutterAlpha's underlying
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timeline playing the produced value will change and the behaviour
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will animate the actor.
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</para>
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<para>
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A #ClutterBehaviour is effectively 'driven' by a supplied #ClutterAlpha and
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when then applied to an actor it will modify a visual property or
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feature of the actor dependant on the Alpha's value. For example a
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path based behaviour applied to an actor will alter its position
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along the path dependant on the current alpha value over time. The
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actual motion will depend on the chosen #ClutterAlphaFunc - a
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#CLUTTER_ALPHA_RAMP_INC making it to move at constant speed along the
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path, a #CLUTTER_ALPHA_SINE making it alternate from one end of the
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path to the other with non constant speed.
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</para>
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<para>
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Multiple behaviours can of course be applied to an actor as well as
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a single behaviour being applied to multiple actors. The separation
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of timelines, alphas and behaviours allows for a single timeline to
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drive many behaviours each potentially using different alpha
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functions. Behaviour parameters can also be changed on the fly.
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</para>
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<para>
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<figure id="behaviour-path-alpha">
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<title>Effects of alpha functions on a path</title>
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<graphic fileref="path-alpha-func.png" format="PNG"/>
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<blockquote>
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The actors position between the path's end points directly correlates
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to the #ClutterAlpha's current alpha value driving the behaviour. With
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the #ClutterAlpha's function set to %CLUTTER_ALPHA_RAMP_INC the actor
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will follow the path at a constant velocity, but when changing to
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%CLUTTER_ALPHA_SINE_INC the actor initially accelerates before quickly
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decelerating.
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</blockquote>
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</figure>
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</para>
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<para>
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The behaviours included in Clutter are
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</para>
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<para>
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<variablelist>
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<varlistentry>
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<term>#ClutterBehaviourBspline</term>
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<listitem><simpara>Moves actors along a B-spline path</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>#ClutterBehaviourDepth</term>
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<listitem><simpara>Changes the depth of actors</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>#ClutterBehaviourEllipse</term>
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<listitem><simpara>Moves actors along an ellipsis</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>#ClutterBehaviourOpacity</term>
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<listitem><simpara>Changes the opacity of actors</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>#ClutterBehaviourPath</term>
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<listitem><simpara>Moves actors along a path</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>#ClutterBehaviourRotate</term>
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<listitem><simpara>Rotates actors along an axis</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>#ClutterBehaviourScale</term>
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<listitem><simpara>Changes the scaling factors of
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actors</simpara></listitem>
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</varlistentry>
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</variablelist>
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</para>
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<example id="clutter-timeline-example">
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<para>
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The following example demonstrates an ellipse behaviour in action.
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</para>
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<programlisting>
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#include <clutter/clutter.h>
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int
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main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterBehaviour *behave;
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ClutterAlpha *alpha;
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ClutterActor *stage, *actor;
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GdkPixbuf *pixbuf;
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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pixbuf = gdk_pixbuf_new_from_file ("ohpowers.png", NULL);
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actor = clutter_texture_new_from_pixbuf (pixbuf);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
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timeline = clutter_timeline_new_for_duration (4000); /* milliseconds */
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clutter_timeline_set_loop (timeline, TRUE);
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/* Set an alpha func to power the behaviour */
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alpha = clutter_alpha_new_full (timeline,
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CLUTTER_ALPHA_SINE,
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NULL, NULL);
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behave = clutter_behaviour_ellipse_new (alpha,
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200, /* center x */
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200, /* center y */
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400, /* width */
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300, /* height */
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CLUTTER_ROTATE_CW, /* direction */
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0.0, /* initial angle */
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360.0); /* final angle */
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clutter_behaviour_apply (behave, actor);
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clutter_actor_show_all (stage);
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clutter_timeline_start (timeline);
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clutter_main();
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/* clean up */
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g_object_unref (behave);
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g_object_unref (timeline);
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return 0;
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}
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</programlisting>
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</example>
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<note>Behaviour parameters can be changed whilst a animation is running</note>
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<para>
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There can be many #ClutterAlpha's attached to a single timeline. There
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can be many behaviours for a #ClutterAlpha. There can be many behaviours
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applied to an actor. A #ClutterScore can be used to chain many behaviour
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together.
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</para>
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<warning><para>Combining behaviours that effect the same actor properties
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(i.e two separate paths) will cause unexpected results. The values
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will not be merged in any way with essentially a the last applied
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behaviour taking precedence.</para></warning>
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<para>
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Tips for implementing a new behaviour can be found <link
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linkend="creating-your-own-behaviours">here</link>.
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</para>
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</section>
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<section id="clutter-animation-effects">
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<title>Effects</title>
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<para>
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Clutter effects API provide a simplified abstraction for firing simple
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transitions from code. Clutter effects are created from a
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#ClutterEffectTemplate which is an abstraction of a timeline and
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an alpha function. An effect template can be created with:
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</para>
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<programlisting>
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ClutterEffectTemplate *etemplate =
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clutter_effect_template_new_for_duration (2000, CLUTTER_ALPHA_RAMP_INC);
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</programlisting>
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<para>
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This will create an effect template lasting 2000 milliseconds (2
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seconds) and use an alpha function of %CLUTTER_ALPHA_RAMP_INC, there
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are other more advanced forms for creating effect templates from
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existing timelines, as well as attaching a callback to be called
|
|
with user_data when the effect template is destroyed.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
When we have an effect template we can create a temporary behaviour
|
|
animating an actor simply by issuing:
|
|
|
|
</para>
|
|
<programlisting>
|
|
clutter_effect_move (etemplate, actor, 23, 42, NULL, NULL);
|
|
</programlisting>
|
|
<para>
|
|
and the actor will move from its current position to the coordinates
|
|
(23, 42) in 2 seconds. Effects can also be stacked, so calling:
|
|
</para>
|
|
<programlisting>
|
|
clutter_effect_move (etemplate, actor, 23, 42, NULL, NULL);
|
|
clutter_effect_fade (etemplate, actor, 0, NULL, NULL);
|
|
</programlisting>
|
|
<para>
|
|
The actor will move and fade out at the same time.
|
|
</para>
|
|
<para>
|
|
|
|
Since effects return a #ClutterTimeline, you can stop an effect from
|
|
immediatly happening by calling clutter_timeline_stop () on the
|
|
returned timeline.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
The timeline and all the effect infrastructure is unreferenced as soon
|
|
as the timeline emits the ClutterTimeline::completed signal.
|
|
|
|
</para>
|
|
</section>
|
|
|
|
<section id="clutter-animation-conclusion">
|
|
<title>Conclusion</title>
|
|
<para>
|
|
|
|
Clutter provides a number of utility classes to aid animations and
|
|
complex animations can be produced by combining the various features
|
|
provided.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
Of course animations can be created outside of Clutter Utilities,
|
|
they are not expected to cover every kind of possible animation
|
|
scenario.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
The animation functionality in Clutter is primarily suited to
|
|
building animations with a set or finite running time - i.e transitions
|
|
and the like. For animations involving variable input (such as touchscreen
|
|
handling) physical simulations may be more suited.
|
|
|
|
</para>
|
|
|
|
</section>
|
|
</chapter>
|