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Merge remote branch 'elliot/cookbook-animations-rotating'

* elliot/cookbook-animations-rotating:
  cookbook: Added recipe for animated rotation of an actor
  cookbook: Add explanation about including code samples
  cookbook: Make filename used in video example consistent
  cookbook: Add example code for animated rotation
This commit is contained in:
Emmanuele Bassi 2010-08-03 15:44:46 +01:00
commit 142f288986
15 changed files with 753 additions and 3 deletions

View file

@ -39,6 +39,15 @@ IMAGE_FILES = \
VIDEO_FILES = \
videos/animations-fading-out.ogv \
videos/animations-fading-in-then-out.ogv \
videos/animations-rotating-x-minus-45.ogv \
videos/animations-rotating-y-45.ogv \
videos/animations-rotating-z-90.ogv \
videos/animations-rotating-x-minus-180-with-y-minus-96.ogv \
videos/animations-rotating-x-minus-180-with-z-minus-96.ogv \
videos/animations-rotating-x-centered.ogv \
videos/animations-rotating-y-centered.ogv \
videos/animations-rotating-z-centered.ogv \
videos/animations-rotating-container-reverses-direction.ogv \
$(NULL)
EXTRA_DIST = \

View file

@ -1,7 +1,7 @@
<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd">
<chapter id="animations">
<chapter id="animations" xmlns:xi="http://www.w3.org/2003/XInclude">
<title>Animations</title>
<epigraph>
@ -161,7 +161,7 @@ _alpha_ease_in_sextic (ClutterAlpha *alpha,
function to it.</para>
</section>
<section>
<section id="animations-introduction-api">
<title>Clutter's animation API</title>
<para>All of the animation approaches in Clutter use the same
@ -505,4 +505,510 @@ clutter_state_set_state (transitions, "fade-in");
</section>
<section id="animations-rotating">
<title>Rotating an actor</title>
<section>
<title>Problem</title>
<para>You want to animate rotation of an actor. Some example cases
where you might want to do this:</para>
<itemizedlist>
<listitem>
<para>To rotate an image so it's the right way up for
viewing.</para>
</listitem>
<listitem>
<para>To make actors more or less prominent, rotating them
towards or away from the view point.</para>
</listitem>
<listitem>
<para>To turn an actor "around" and display different UI
elements "behind" it.</para>
</listitem>
</itemizedlist>
</section>
<section>
<title>Solution</title>
<para>Animate one of the <varname>rotation-angle-(x|y|z)</varname>
properties of the actor.</para>
<para>The most "obvious" (and probably most commonly used) rotation is
in the <emphasis>z axis</emphasis> (parallel
to the 2D surface of the UI). The other rotation axes
(<emphasis>x</emphasis> and <emphasis>y</emphasis>)
are less obvious, as they rotate the actor in the depth dimension,
"away from" or "towards" the view point.</para>
<para>Examples of each type of rotation are given below. While the
examples use <link linkend="animations-introduction-api">implicit
animations</link>, it is also possible to use
<type>ClutterAnimator</type> and <type>ClutterState</type> to animate
rotations: see <link linkend="animations-rotating-example">the
full example at the end of this recipe</link> for some
<type>ClutterState</type> code.</para>
<note>
<para>I've added an inaccurate (but hopefully useful) metaphor to
each rotation axis ("wheel", "letter box", "door"), to make it
easier to remember the effect you get from animating in that axis
(and when the rotation center is inside the actor).</para>
</note>
<para><emphasis>Rotating on the z axis</emphasis> ("wheel")</para>
<informalexample>
<programlisting>
<![CDATA[
clutter_actor_animate (actor,
CLUTTER_LINEAR, /* easing mode */
1000, /* duration in milliseconds */
"rotation-angle-z", 90.0, /* target rotation angle in degrees */
NULL);
]]>
</programlisting>
</informalexample>
<para>The above code animating a texture:</para>
<inlinemediaobject>
<videoobject>
<videodata fileref="videos/animations-rotating-z-90.ogv"/>
</videoobject>
<alt>
<para>Video showing an actor rotating to 90 degrees on the
z axis</para>
</alt>
</inlinemediaobject>
<para>By default, the center of the rotation is derived from
the anchor point of the actor; unless you've changed the anchor
point, the default is the top-left corner of the actor. See the
Discussion section below for more about setting the rotation center.</para>
<note>
<para>An animated rotation moves an actor <emphasis>to</emphasis>
the specified rotation angle; it <emphasis>does not</emphasis>
increment or decrement the actor's current rotation angle by
the amount specified.</para>
</note>
<para><emphasis>Rotating on the <code>x</code> axis</emphasis>
("letter box")</para>
<informalexample>
<programlisting>
<![CDATA[
clutter_actor_animate (actor,
CLUTTER_LINEAR,
1000,
"rotation-angle-x", -45.0,
NULL);
]]>
</programlisting>
</informalexample>
<para>The above code animating a texture:</para>
<inlinemediaobject>
<videoobject>
<videodata fileref="videos/animations-rotating-x-minus-45.ogv"/>
</videoobject>
<alt>
<para>Video showing an actor rotating to -45 degrees on the
x axis</para>
</alt>
</inlinemediaobject>
<para>Notice how the texture rotates away from the view point,
and also how perspective effects are applied (as the actor is rotating
"into" the depth dimension).</para>
<para><emphasis>Rotating on the <code>y</code> axis</emphasis>
("door")</para>
<informalexample>
<programlisting>
<![CDATA[
clutter_actor_animate (actor,
CLUTTER_LINEAR,
1000,
"rotation-angle-y", 45.0,
NULL);
]]>
</programlisting>
</informalexample>
<para>The above code animating a texture:</para>
<inlinemediaobject>
<videoobject>
<videodata fileref="videos/animations-rotating-y-45.ogv"/>
</videoobject>
<alt>
<para>Video showing an actor rotating to 45 degrees on the
y axis</para>
</alt>
</inlinemediaobject>
<para>Again, the rotation is into the depth dimension, so
you get perspective effects.</para>
</section>
<section>
<title>Discussion</title>
<para>It can sometimes be difficult to predict exactly
how a particular rotation animation will appear when applied.
Often the only way to find out is to experiment. However,
the sections below outline some of the most common factors which
affect animated rotations, with the aim of minimising the
experimentation you need to do.</para>
<section>
<title>Setting the rotation center for an animation</title>
<para>The examples in the previous section used the default
center of rotation for each axis. However, it is possible to
change the rotation center for an axis, in turn changing
the appearance of the animation.</para>
<note>
<para>Rotation center coordinates are relative to the
actor's coordinates, not to the coordinates of the actor's
container or the stage.</para>
</note>
<section>
<title>Setting a rotation center inside an actor</title>
<para>You can set the center for rotation on the x or y axes
like this:</para>
<informalexample>
<programlisting>
<![CDATA[
/*
* only required for y axis rotation;
* here set to the mid point of the actor's y axis
*/
gfloat x_center = clutter_actor_get_height (actor) * 0.5;
/*
* only required for x axis rotation;
* here set to the mid point of the actor's x axis
*/
gfloat y_center = clutter_actor_get_width (actor) * 0.5;
/*
* depth for the rotation center: positive numbers
* are closer to the view point, negative ones
* are further away
*/
gfloat z_center = 0.0;
/* set rotation center */
clutter_actor_set_rotation (actor,
CLUTTER_X_AXIS, /* or CLUTTER_Y_AXIS */
0.0, /* set the rotation to this angle */
x_center,
y_center,
z_center);
]]>
</programlisting>
</informalexample>
<para>Because z axis rotations are more common, Clutter
provides some convenience functions to set the rotation
center for this axis:</para>
<informalexample>
<programlisting>
<![CDATA[
clutter_actor_set_z_rotation_from_gravity (actor,
0.0,
CLUTTER_GRAVITY_CENTER);
]]>
</programlisting>
</informalexample>
<para><constant>CLUTTER_GRAVITY_CENTER</constant> makes the
center of the actor the rotation center for
the z axis. See the <type>ClutterGravity</type> enumeration for
acceptable values for this parameter.</para>
<note>
<para>Setting the rotation center for the z axis using gravity
is recommended, as Clutter will automatically recompute the
rotation center if the actor's size changes. For the x and y
axes, you have to do this computation yourself if you
want an actor's center of rotation to stay in the same place
if it is resized.</para>
</note>
<para>Rotation on the x axis around an actor's center:</para>
<inlinemediaobject>
<videoobject>
<videodata fileref="videos/animations-rotating-x-centered.ogv"/>
</videoobject>
<alt>
<para>Video showing an actor rotating around its center
on the x axis</para>
</alt>
</inlinemediaobject>
<para>Rotation on the y axis around an actor's center:</para>
<inlinemediaobject>
<videoobject>
<videodata fileref="videos/animations-rotating-y-centered.ogv"/>
</videoobject>
<alt>
<para>Video showing an actor rotating around its center
on the y axis</para>
</alt>
</inlinemediaobject>
<para>Rotation on the z axis around an actor's center:</para>
<inlinemediaobject>
<videoobject>
<videodata fileref="videos/animations-rotating-z-centered.ogv"/>
</videoobject>
<alt>
<para>Video showing an actor rotating around its center
on the z axis</para>
</alt>
</inlinemediaobject>
</section>
<section>
<title>Setting the rotation center outside an actor</title>
<para>Rather than rotating the actor around a point inside
itself, the rotation center can be moved to a position
outside the actor. (In the case of the z axis,
any rotation center setting is outside the actor as its depth
is 0.) When animated, the actor will describe an arc around the
rotation center, as if it's swinging from an invisible thread.</para>
<para>The same code as shown above can be used to set the
rotation center: just set the rotation center coordinates to
negative numbers (outside the actor). However, you can't use the
gravity functions if the rotation center falls outside an actor.</para>
<para>For example, here's a rotation to -180 degrees in the x
axis, with the y rotation center set to -96 (the same as the height
of the actor):</para>
<inlinemediaobject>
<videoobject>
<videodata fileref="videos/animations-rotating-x-minus-180-with-y-minus-96.ogv"/>
</videoobject>
<alt>
<para>Video showing an actor rotating to -180 degrees on
the x axis with y rotation center set to -96</para>
</alt>
</inlinemediaobject>
<para>Similarly, moving the z rotation center (for a rotation
in the x or y axis) will cause the actor to swing "into" or "out
of" the UI. Its final apparent size may be different, as it could
reach a different depth in the UI by the end of the
animation.</para>
<para>For example, here's a rotation to -180 in the x axis,
with the z rotation center set to -96 (the same as the height
of the actor):</para>
<inlinemediaobject>
<videoobject>
<videodata fileref="videos/animations-rotating-x-minus-180-with-z-minus-96.ogv"/>
</videoobject>
<alt>
<para>Video showing an actor rotating to -180 degrees on
the x axis with z rotation center set to -96</para>
</alt>
</inlinemediaobject>
<para>The apparent final size of the actor is reduced, as it
has rotated away from the view point.</para>
</section>
</section>
<section>
<title>Direction of rotation</title>
<para>The apparent direction of an animated rotation depends on
two things:</para>
<orderedlist>
<listitem>
<para>Whether the angle of rotation is positive or negative.</para>
</listitem>
<listitem>
<para>The rotation of the container(s) the actor is inside.</para>
</listitem>
</orderedlist>
<para>In the case of the sign of the rotation, here's what
happens for each axis and rotation angle sign (positive or
negative).</para>
<informaltable>
<thead>
<tr>
<th>Axis</th>
<th>Sign of rotation angle</th>
<th>Effect on actor</th>
</tr>
</thead>
<tbody>
<tr>
<td>z</td>
<td>+</td>
<td>
Clockwise spin about the <code>x,y</code> center of
rotation.
</td>
</tr>
<tr>
<td>z</td>
<td>-</td>
<td>
Anti-clockwise spin about the <code>x,y</code>
center of rotation.
</td>
</tr>
<tr>
<td>x</td>
<td>+</td>
<td>
The top swings away from the view point and the
bottom swings towards it. If y rotation center == 0,
the top is fixed; if y rotation center == the actor's
height, the bottom is fixed.
</td>
</tr>
<tr>
<td>x</td>
<td>-</td>
<td>
The bottom swings away from the view point and the
top swings towards it. If y rotation center == 0,
the top is fixed; if y rotation center == the actor's
height, the bottom is fixed.
</td>
</tr>
<tr>
<td>y</td>
<td>+</td>
<td>
The right-hand side swings away from the view point and
the left-hand side swings towards it. When x rotation
center == 0, the left-hand side if fixed; when x
rotation center == the actor's width, the right-hand
side is fixed.
</td>
</tr>
<tr>
<td>y</td>
<td>-</td>
<td>
The right-hand side swings towards the view point and
the left-hand side swings away from it. When x rotation
center == 0, the left-hand side if fixed; when x
rotation center == the actor's width, the right-hand
side is fixed.
</td>
</tr>
</tbody>
</informaltable>
<para>If an actor's container is rotated, this may affect the
appearance of rotation animations applied to the actor. In
particular, if an actor's container has been rotated
by 180 degrees in one axis, the direction of that actor's
rotation may appear reversed.</para>
<para>For example, the video below shows an actor being animated
to 90 degrees on the z axis, then back to 0 degrees;
the actor's container is then rotated by 180 degrees in the y
axis; then the same rotation 90 degree rotation is applied
to the actor again. Note that the first time the animation
is applied, the rotation is clockwise; but the second time (as
the actor is effectively "reversed"), it is anti-clockwise.</para>
<inlinemediaobject>
<videoobject>
<videodata fileref="videos/animations-rotating-container-reverses-direction.ogv"/>
</videoobject>
<alt>
<para>Video showing how an actor's apparent rotation is
affected by the rotation of its parent</para>
</alt>
</inlinemediaobject>
</section>
<section>
<title>Apparent vs. actual rotation</title>
<para>There is a difference between an actor's <emphasis>apparent</emphasis>
rotation (how much an actor appears to be rotating, from the
perspective of someone looking at the UI) and its
<emphasis>actual</emphasis> rotation (how much that actor is
really rotating).</para>
<para>For example, if you rotate an actor and its container
simultaneously, each by 90 degrees in the same direction, the
actor will appear to have rotated by 180 degrees by the end
of the animation. However, calling the
<function>clutter_actor_get_rotation()</function> function
for that axis on the actor still returns a rotation of 90
degrees.</para>
</section>
<section>
<title>Orientation of rotation axes</title>
<para>The rotation axes remain fixed in the same place on
the actor regardless of its rotation, even though from the viewer's
perspective they may appear to move.</para>
<para>For example, when rotation in the z axis is 0 degrees,
the actor's x axis is horizontal (across the UI) from both the
actor's and the viewer's perspective. However, if you rotate the
actor by 90 degrees in the z axis, the x axis is now vertical from
<emphasis>the viewer's</emphasis> perspective, but still horizontal
across the actor from <emphasis>the actor's</emphasis>
perspective.</para>
</section>
</section>
<section>
<title>Full example</title>
<example id="animations-rotating-example">
<title>Rotating an actor around x, y, and z axes using
<type>ClutterState</type></title>
<programlisting>
<xi:include href="examples/animations-rotating.c" parse="text">
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
</xi:include>
</programlisting>
</example>
</section>
</section>
</chapter>

View file

@ -151,7 +151,7 @@ VIDEO_FILES = \
<![CDATA[
<inlinemediaobject>
<videoobject>
<videodata fileref="videos/cookbook-animations-fading-in-then-out.ogv"/>
<videodata fileref="videos/animations-fading-in-then-out.ogv"/>
</videoobject>
<alt>
<para>Video showing an actor fading in then out using
@ -168,6 +168,101 @@ VIDEO_FILES = \
</listitem>
</itemizedlist>
</listitem>
<listitem>
<para>To include a full code sample in a recipe (which can
be compiled into a runnable binary), do the following:</para>
<itemizedlist>
<listitem>
<para>Create a C code file in the
<filename>&lt;clutter source&gt;/doc/cookbook/examples</filename>
directory. It should be a standalone C application (with
a <function>main()</function> etc.). The filename should be
in the format
<filename>&lt;section&gt;-&lt;recipe&gt;.c</filename>; you
can add an optional identifier to the end if you have more
than one example for a recipe.</para>
<para>If you want to load image files into the application
(e.g. to demonstrate something with a texture), you can use
the <constant>TESTS_DATA_DIR</constant> variable in your C
code to reuse images in the Clutter <filename>tests</filename>
directory; this will be replaced with
<filename>&lt;clutter source&gt;/tests/data</filename>
during the build. For example:</para>
<informalexample>
<programlisting>
<![CDATA[
clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
TESTS_DATA_DIR "/redhand.png",
&error);
]]>
</programlisting>
</informalexample>
</listitem>
<listitem>
<para>Edit <filename>Makefile.am</filename>
in the <filename>cookbook/examples</filename> directory
so that the build recognises the new code; e.g. if
your C source file were called
<filename>fooing-barring.c</filename> you would do:</para>
<informalexample>
<programlisting>
<![CDATA[
noinst_PROGRAMS = \
textures-reflection \
text-shadow \
animations-rotating \
fooing-barring \
$(NULL)
fooing_barring_SOURCE = fooing-barring.c
]]>
</programlisting>
</informalexample>
<note>
<para>Note the second line is a new one to tell the
build where the source file is for your example.</para>
</note>
</listitem>
<listitem>
<para>Add a section at the end of your recipe which
XIncludes the sample code, e.g.:</para>
<informalexample>
<programlisting>
<![CDATA[
<section>
<title>Full example</title>
<example id="fooing-barring-example">
<title>Fooing with a bar</title>
<programlisting>
<xi:include href="examples/fooing-barring.c" parse="text">
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
</xi:include>
</programlisting>
</example>
</section>
]]>
</programlisting>
</informalexample>
<note>
<para>The <code>&lt;xi:include&gt;</code> element
should be aligned to the left-hand margin of the text
(no whitespace on the line before it), to prevent any
stray whitespace appearing in the program listing.</para>
</note>
</listitem>
</itemizedlist>
</listitem>
</itemizedlist>
</appendix>

View file

@ -1,2 +1,3 @@
/text-shadow
/textures-reflection
/animations-rotating

View file

@ -5,6 +5,7 @@ NULL =
noinst_PROGRAMS = \
textures-reflection \
text-shadow \
animations-rotating \
$(NULL)
INCLUDES = \
@ -29,3 +30,5 @@ AM_LDFLAGS = $(CLUTTER_LIBS)
textures_reflection_SOURCES = textures-reflection.c
text_shadow_SOURCES = text-shadow.c
animations_rotating_SOURCE = animations-rotating.c

View file

@ -0,0 +1,136 @@
#include <clutter/clutter.h>
#define ROTATION_ANGLE 75.0
#define DURATION 2000
static void
_set_next_state (ClutterState *transitions,
gpointer user_data)
{
const gchar *current = clutter_state_get_state (transitions);
gchar *next_state = "start";
if (g_strcmp0 (current, "start") == 0)
next_state = "x-cw";
else if (g_strcmp0 (current, "x-cw") == 0)
next_state = "x-ccw";
else if (g_strcmp0 (current, "x-ccw") == 0)
next_state = "x-after";
else if (g_strcmp0 (current, "x-after") == 0)
next_state = "y-cw";
else if (g_strcmp0 (current, "y-cw") == 0)
next_state = "y-ccw";
else if (g_strcmp0 (current, "y-ccw") == 0)
next_state = "y-after";
else if (g_strcmp0 (current, "y-after") == 0)
next_state = "z-cw";
else if (g_strcmp0 (current, "z-cw") == 0)
next_state = "z-ccw";
clutter_state_set_state (transitions, next_state);
}
int
main (int argc, char *argv[])
{
ClutterActor *stage;
ClutterActor *texture;
ClutterState *transitions;
GError *error = NULL;
gfloat texture_width, texture_height;
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
texture = clutter_texture_new ();
clutter_actor_add_constraint (texture,
clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
clutter_actor_add_constraint (texture,
clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
clutter_texture_set_sync_size (CLUTTER_TEXTURE (texture), TRUE);
clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
TESTS_DATA_DIR "/redhand.png",
&error);
if (error != NULL)
{
g_error ("Problem loading image into texture - %s", error->message);
g_error_free (error);
return 1;
}
clutter_actor_get_size (texture, &texture_width, &texture_height);
clutter_actor_set_size (stage, texture_width * 2, texture_height * 2);
/* set all centres of rotation to the centre of the texture */
clutter_actor_set_rotation (texture,
CLUTTER_X_AXIS,
0.0,
texture_width * 0.5,
texture_height * 0.5,
0.0);
clutter_actor_set_rotation (texture,
CLUTTER_Y_AXIS,
0.0,
texture_width * 0.5,
texture_height * 0.5,
0.0);
clutter_actor_set_z_rotation_from_gravity (texture, 0.0, CLUTTER_GRAVITY_CENTER);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture);
/* set up the animations */
transitions = clutter_state_new ();
clutter_state_set (transitions, NULL, "start",
texture, "rotation-angle-x", CLUTTER_LINEAR, 0.0,
texture, "rotation-angle-y", CLUTTER_LINEAR, 0.0,
texture, "rotation-angle-z", CLUTTER_LINEAR, 0.0,
NULL);
clutter_state_set (transitions, NULL, "x-cw",
texture, "rotation-angle-x", CLUTTER_LINEAR, ROTATION_ANGLE,
NULL);
clutter_state_set (transitions, NULL, "x-ccw",
texture, "rotation-angle-x", CLUTTER_LINEAR, -ROTATION_ANGLE,
NULL);
clutter_state_set (transitions, NULL, "x-after",
texture, "rotation-angle-x", CLUTTER_LINEAR, 0.0,
NULL);
clutter_state_set (transitions, NULL, "y-cw",
texture, "rotation-angle-y", CLUTTER_LINEAR, ROTATION_ANGLE,
NULL);
clutter_state_set (transitions, NULL, "y-ccw",
texture, "rotation-angle-y", CLUTTER_LINEAR, -ROTATION_ANGLE,
NULL);
clutter_state_set (transitions, NULL, "y-after",
texture, "rotation-angle-y", CLUTTER_LINEAR, 0.0,
NULL);
clutter_state_set (transitions, NULL, "z-cw",
texture, "rotation-angle-z", CLUTTER_LINEAR, ROTATION_ANGLE,
NULL);
clutter_state_set (transitions, NULL, "z-ccw",
texture, "rotation-angle-z", CLUTTER_LINEAR, -ROTATION_ANGLE,
NULL);
clutter_state_set_duration (transitions, NULL, NULL, DURATION);
clutter_state_set_duration (transitions, "start", NULL, DURATION * 0.5);
clutter_state_set_duration (transitions, NULL, "start", DURATION * 0.5);
clutter_state_set_duration (transitions, NULL, "x-after", DURATION * 0.5);
clutter_state_set_duration (transitions, NULL, "y-after", DURATION * 0.5);
clutter_state_warp_to_state (transitions, "start");
g_signal_connect (transitions,
"completed",
G_CALLBACK (_set_next_state),
NULL);
clutter_state_set_state (transitions, "x-cw");
clutter_actor_show (stage);
clutter_main ();
return 0;
}

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