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2008-02-13 Matthew Allum <mallum@openedhand.com>

* Makefile.am:
        * clutter-docs.sgml:
        Add new appendix + FIXME for building
        * creating-your-own-behaviours.sgml:
        Add new initial doc on custom behaviour creation.
        * subclassing-ClutterActor.sgml:
        Add FIXME notes.
This commit is contained in:
Matthew Allum 2008-02-13 16:46:07 +00:00
parent aa9e91e261
commit d903a79d81
5 changed files with 120 additions and 1 deletions

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@ -1,3 +1,13 @@
2008-02-13 Matthew Allum <mallum@openedhand.com>
* Makefile.am:
* clutter-docs.sgml:
Add new appendix + FIXME for building
* creating-your-own-behaviours.sgml:
Add new initial doc on custom behaviour creation.
* subclassing-ClutterActor.sgml:
Add FIXME notes.
2008-02-08 Emmanuele Bassi <ebassi@openedhand.com>
* actor-box.png:

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@ -92,6 +92,7 @@ HTML_IMAGES=\
content_files= \
subclassing-ClutterActor.sgml \
clutter-animation.sgml \
creating-your-own-behaviours.sgml \
version.xml
# SGML files where gtk-doc abbrevations (#GtkWidget) are expanded
@ -99,7 +100,8 @@ content_files= \
# e.g. expand_content_files=running.sgml
expand_content_files= \
subclassing-ClutterActor.sgml \
clutter-animation.sgml
clutter-animation.sgml \
creating-your-own-behaviours.sgml
# CFLAGS and LDFLAGS for compiling gtkdoc-scangobj with your library.
# Only needed if you are using gtkdoc-scangobj to dynamically query widget

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@ -4,6 +4,7 @@
<!ENTITY version SYSTEM "version.xml">
<!ENTITY clutter-SubclassingActor SYSTEM "xml/subclassing-ClutterActor.sgml">
<!ENTITY clutter-animation SYSTEM "xml/clutter-animation.sgml">
<!ENTITY creating-your-own-behaviours SYSTEM "xml/creating-your-own-behaviours.sgml">
]>
<book id="index" xmlns:xi="http://www.w3.org/2003/XInclude">
@ -106,6 +107,19 @@
</partintro>
</part>
<part id="clutterbuilding">
<title>Building Clutter</title>
<partintro>
<para>
FIXME: Linux, Windows, OSX. Embedded?
</para>
</partintro>
</part>
<part id="clutterbase">
<title>Clutter Core Reference</title>
@ -224,6 +238,8 @@
&clutter-animation;
&creating-your-own-behaviours;
</part>
<index>

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@ -0,0 +1,76 @@
<chapter id="creating-your-own-behaviours">
<chapterinfo>
<author>
<firstname>Matthew</firstname>
<surname>Allum</surname>
<affiliation>
<address>
<email>mallum@openedhand.com</email>
</address>
</affiliation>
</author>
</chapterinfo>
<title>Creating You Own Behaviours</title>
<para>
Clutter comes with a number of fairly generic prebuilt behaviour
classes which provide a basis for transitions, animations and other
visual effects. However even with the ability to combine a number of
these behaviours sometimes they are not enough and a custom
behaviour is needed to create a spcific animation.
</para>
<para>
In order to implement a new #ClutterBehaviour subclass the usual
machinery for subclassing a GObject should be used. The new subclass
then just overides the ClutterBehaviour::alpha_notify() method. This
method is passed an alpha_value which is then used to computer
modifications to any actors the behaviour is applied to.
</para>
<example id="clutter-actor-query-coords-example">
<para>This example demonstrates a behaviour that produces a vertical 'wipe' like affect by modifying the actors clip region</para>
<programlisting>
static void
clutter_behaviour_foo_alpha_notify (ClutterBehaviour *behaviour,
guint32 alpha_value)
{
ClutterActor *actor
gint i, n;
gdouble factor;
/* Normalise alpha value */
factor = (gdouble)alpha_value / CLUTTER_ALPHA_MAX_ALPHA;
n = clutter_behaviour_get_n_actors (behaviour);
/* Change clip height of each applied actor. Note usually better to use
* clutter_behaviour_actors_foreach () for performance reasons.
*/
for (i=0; i&lt;n; i++)
{
int clip_height;
actor = clutter_behaviour_get_nth_actor (behaviour, i);
clip_height = clutter_actor_get_height (actor)
- (clutter_actor_get_height (actor) * factor);
clutter_actor_set_clip (actor,
0,
0,
clutter_actor_get_width (actor),
clip_height);
}
}
</programlisting>
</example>
<para>
</para>
</chapter>

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@ -13,6 +13,21 @@
<title>Implementing a new actor</title>
<programlisting>
A few FIXMES:
- note use of units in sizing
- more on composite/container actors, when/why to use...
+ implementaing a composite actor - set_parent() etc
+ implementing a container - interface etc
- Painting
+ note transform already applied. (including position, scale etc)
+ note on cogl_enable if painting texture or blended item
(should at least call cogl_enable(0) - to reset state cache)
+ fine to use regular GL but then wont be portable
+ avoid further transforms ?
</programlisting>
<para>In order to implement a new #ClutterActor subclass the usual
machinery for subclassing a GObject should be used. After that, the
ClutterActor::query_coords() and ClutterActor::request_coords() virtual