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mutter-performance-source/clutter/clutter-animation.c
Emmanuele Bassi 57ebce8039 animation: Use ::destroy with animate()
ClutterAnimation uses the weak ref machinery of GObject when associated
to ClutterActor by clutter_actor_animate() and friends - all the while
taking a reference on the actor itself. In order to trigger the weak ref
callback, external code would need to unref the Actor at least twice,
which has slim chance of happening. Plus, the way to destroy an Actor is
to call destroy(), not call unref().

The destruction sequence of ClutterActor emits the ::destroy signal, which
should be used by classes to release external references the might be
holding. My oh my, this sounds *exactly* the case!

So, let's switch to using the ::destroy signal for clutter_actor_animate()
and friends, since we know that the object bound to the Animation is
an Actor, and has a ::destroy signal.

This change has the added benefit of allowing destroying an actor as the
result of the Animation::completed signal without getting a segfault or
other bad things to happen.

Obviously, the change does not affect other GObject classes, or Animation
instances created using clutter_animation_new(); for those, the current
"let's take a reference on the object to avoid it going away in-flight"
mechanism should still suffice.

Side note: it would be interesting if GObject had an interface for
"destructible" objects, so that we could do a safe type check. I guess
it's a Rainy Day Project(tm)...
2011-04-16 10:22:01 +01:00

2537 lines
77 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2008 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
* Author:
* Emmanuele Bassi <ebassi@linux.intel.com>
*/
/**
* SECTION:clutter-animation
* @short_description: Simple implicit animations
* @See_Also: #ClutterAnimatable, #ClutterInterval, #ClutterAlpha,
* #ClutterTimeline
*
* #ClutterAnimation is an object providing simple, implicit animations
* for #GObject<!-- -->s.
*
* #ClutterAnimation instances will bind one or more #GObject properties
* belonging to a #GObject to a #ClutterInterval, and will then use a
* #ClutterAlpha to interpolate the property between the initial and final
* values of the interval.
*
* The duration of the animation is set using clutter_animation_set_duration().
* The easing mode of the animation is set using clutter_animation_set_mode().
*
* If you want to control the animation you should retrieve the
* #ClutterTimeline using clutter_animation_get_timeline() and then
* use #ClutterTimeline functions like clutter_timeline_start(),
* clutter_timeline_pause() or clutter_timeline_stop().
*
* A #ClutterAnimation will emit the #ClutterAnimation::completed signal
* when the #ClutterTimeline used by the animation is completed; unlike
* #ClutterTimeline, though, the #ClutterAnimation::completed will not be
* emitted if #ClutterAnimation:loop is set to %TRUE - that is, a looping
* animation never completes.
*
* If your animation depends on user control you can force its completion
* using clutter_animation_completed().
*
* If the #GObject instance bound to a #ClutterAnimation implements the
* #ClutterAnimatable interface it is possible for that instance to
* control the way the initial and final states are interpolated.
*
* #ClutterAnimation<!-- -->s are distinguished from #ClutterBehaviour<!-- -->s
* because the former can only control #GObject properties of a single
* #GObject instance, while the latter can control multiple properties
* using accessor functions inside the #ClutterBehaviour::alpha_notify
* virtual function, and can control multiple #ClutterActor<!-- -->s as well.
*
* For convenience, it is possible to use the clutter_actor_animate()
* function call which will take care of setting up and tearing down
* a #ClutterAnimation instance and animate an actor between its current
* state and the specified final state.
*
* <refsect2 id="clutter-AnimationMode-Script">
* <title>Defining ClutterAnimationMode inside ClutterScript</title>
* <para>When defining a #ClutterAnimation inside a ClutterScript
* file or string the #ClutterAnimation:mode can be defined either
* using the #ClutterAnimationMode enumeration values through their
* "nick" (the short string used inside #GEnumValue), their numeric
* id, or using the following strings:</para>
* <variablelist>
* <varlistentry>
* <term>easeInQuad, easeOutQuad, easeInOutQuad</term>
* <listitem><para>Corresponding to the quadratic easing
* modes</para></listitem>
* </varlistentry>
* <varlistentry>
* <term>easeInCubic, easeOutCubic, easeInOutCubic</term>
* <listitem><para>Corresponding to the cubic easing
* modes</para></listitem>
* </varlistentry>
* <varlistentry>
* <term>easeInQuart, easeOutQuart, easeInOutQuart</term>
* <listitem><para>Corresponding to the quartic easing
* modes</para></listitem>
* </varlistentry>
* <varlistentry>
* <term>easeInQuint, easeOutQuint, easeInOutQuint</term>
* <listitem><para>Corresponding to the quintic easing
* modes</para></listitem>
* </varlistentry>
* <varlistentry>
* <term>easeInSine, easeOutSine, easeInOutSine</term>
* <listitem><para>Corresponding to the sine easing
* modes</para></listitem>
* </varlistentry>
* <varlistentry>
* <term>easeInExpo, easeOutExpo, easeInOutExpo</term>
* <listitem><para>Corresponding to the exponential easing
* modes</para></listitem>
* </varlistentry>
* <varlistentry>
* <term>easeInCirc, easeOutCirc, easeInOutCirc</term>
* <listitem><para>Corresponding to the circular easing
* modes</para></listitem>
* </varlistentry>
* <varlistentry>
* <term>easeInElastic, easeOutElastic, easeInOutElastic</term>
* <listitem><para>Corresponding to the overshooting elastic
* easing modes</para></listitem>
* </varlistentry>
* <varlistentry>
* <term>easeInBack, easeOutBack, easeInOutBack</term>
* <listitem><para>Corresponding to the overshooting cubic
* easing modes</para></listitem>
* </varlistentry>
* <varlistentry>
* <term>easeInBounce, easeOutBounce, easeInOutBounce</term>
* <listitem><para>Corresponding to the bouncing easing
* modes</para></listitem>
* </varlistentry>
* </variablelist>
* </refsect2>
*
* #ClutterAnimation is available since Clutter 1.0
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib-object.h>
#include <gobject/gvaluecollector.h>
#include "clutter-alpha.h"
#include "clutter-animatable.h"
#include "clutter-animation.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-interval.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-scriptable.h"
#include "clutter-script-private.h"
enum
{
PROP_0,
PROP_OBJECT,
PROP_MODE,
PROP_DURATION,
PROP_LOOP,
PROP_TIMELINE,
PROP_ALPHA,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST];
enum
{
STARTED,
COMPLETED,
LAST_SIGNAL
};
#define CLUTTER_ANIMATION_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ANIMATION, ClutterAnimationPrivate))
struct _ClutterAnimationPrivate
{
GObject *object;
GHashTable *properties;
ClutterAlpha *alpha;
guint timeline_started_id;
guint timeline_completed_id;
guint alpha_notify_id;
};
static guint animation_signals[LAST_SIGNAL] = { 0, };
static GQuark quark_object_animation = 0;
static void clutter_scriptable_init (ClutterScriptableIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterAnimation, clutter_animation, G_TYPE_OBJECT,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
clutter_scriptable_init));
static void
on_actor_destroy (ClutterActor *actor,
ClutterAnimation *animation)
{
ClutterAnimationPrivate *priv = animation->priv;
GObject *obj = G_OBJECT (actor);
if (obj == priv->object)
{
g_object_set_qdata (priv->object, quark_object_animation, NULL);
g_signal_handlers_disconnect_by_func (priv->object,
G_CALLBACK (on_actor_destroy),
animation);
g_object_unref (animation);
}
}
static void
clutter_animation_real_completed (ClutterAnimation *self)
{
ClutterAnimationPrivate *priv = self->priv;
ClutterAnimatable *animatable = NULL;
ClutterAnimation *animation;
ClutterTimeline *timeline;
ClutterTimelineDirection direction;
gpointer key, value;
GHashTableIter iter;
timeline = clutter_animation_get_timeline (self);
direction = clutter_timeline_get_direction (timeline);
if (CLUTTER_IS_ANIMATABLE (priv->object))
animatable = CLUTTER_ANIMATABLE (priv->object);
/* explicitly set the final state of the animation */
CLUTTER_NOTE (ANIMATION, "Set final state on object [%p]", priv->object);
g_hash_table_iter_init (&iter, priv->properties);
while (g_hash_table_iter_next (&iter, &key, &value))
{
const gchar *p_name = key;
ClutterInterval *interval = value;
GValue *p_value;
if (direction == CLUTTER_TIMELINE_FORWARD)
p_value = clutter_interval_peek_final_value (interval);
else
p_value = clutter_interval_peek_initial_value (interval);
if (animatable != NULL)
clutter_animatable_set_final_state (animatable, p_name, p_value);
else
g_object_set_property (priv->object, p_name, p_value);
}
/* at this point, if this animation was created by clutter_actor_animate()
* and friends, the animation will be attached to the object's data; since
* we want to allow developers to use g_signal_connect_after("completed")
* to concatenate a new animation, we need to remove the animation back
* pointer here, and unref() the animation. FIXME - we might want to
* provide a clutter_animation_attach()/clutter_animation_detach() pair
* to let the user reattach an animation
*/
animation = g_object_get_qdata (priv->object, quark_object_animation);
if (animation == self)
{
CLUTTER_NOTE (ANIMATION, "Unsetting animation for actor [%p]",
priv->object);
g_object_set_qdata (priv->object, quark_object_animation, NULL);
g_signal_handlers_disconnect_by_func (priv->object,
G_CALLBACK (on_actor_destroy),
animation);
CLUTTER_NOTE (ANIMATION, "Releasing the reference Animation [%p]",
animation);
g_object_unref (animation);
}
}
static void
clutter_animation_finalize (GObject *gobject)
{
ClutterAnimationPrivate *priv = CLUTTER_ANIMATION (gobject)->priv;
CLUTTER_NOTE (ANIMATION,
"Destroying properties table for Animation [%p]",
gobject);
g_hash_table_destroy (priv->properties);
G_OBJECT_CLASS (clutter_animation_parent_class)->finalize (gobject);
}
static void
clutter_animation_dispose (GObject *gobject)
{
ClutterAnimationPrivate *priv = CLUTTER_ANIMATION (gobject)->priv;
ClutterTimeline *timeline;
if (priv->alpha != NULL)
timeline = clutter_alpha_get_timeline (priv->alpha);
else
timeline = NULL;
if (timeline != NULL && priv->timeline_started_id != 0)
g_signal_handler_disconnect (timeline, priv->timeline_started_id);
if (timeline != NULL && priv->timeline_completed_id != 0)
g_signal_handler_disconnect (timeline, priv->timeline_completed_id);
priv->timeline_started_id = 0;
priv->timeline_completed_id = 0;
if (priv->alpha != NULL)
{
if (priv->alpha_notify_id != 0)
g_signal_handler_disconnect (priv->alpha, priv->alpha_notify_id);
g_object_unref (priv->alpha);
}
priv->alpha_notify_id = 0;
priv->alpha = NULL;
if (priv->object != NULL)
g_object_unref (priv->object);
priv->object = NULL;
G_OBJECT_CLASS (clutter_animation_parent_class)->dispose (gobject);
}
static void
clutter_animation_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterAnimation *animation = CLUTTER_ANIMATION (gobject);
switch (prop_id)
{
case PROP_OBJECT:
clutter_animation_set_object (animation, g_value_get_object (value));
break;
case PROP_MODE:
clutter_animation_set_mode (animation, g_value_get_ulong (value));
break;
case PROP_DURATION:
clutter_animation_set_duration (animation, g_value_get_uint (value));
break;
case PROP_LOOP:
clutter_animation_set_loop (animation, g_value_get_boolean (value));
break;
case PROP_TIMELINE:
clutter_animation_set_timeline (animation, g_value_get_object (value));
break;
case PROP_ALPHA:
clutter_animation_set_alpha (animation, g_value_get_object (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_animation_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterAnimation *animation = CLUTTER_ANIMATION (gobject);
ClutterAnimationPrivate *priv = animation->priv;
switch (prop_id)
{
case PROP_OBJECT:
g_value_set_object (value, priv->object);
break;
case PROP_MODE:
g_value_set_ulong (value, clutter_animation_get_mode (animation));
break;
case PROP_DURATION:
g_value_set_uint (value, clutter_animation_get_duration (animation));
break;
case PROP_LOOP:
g_value_set_boolean (value, clutter_animation_get_loop (animation));
break;
case PROP_TIMELINE:
g_value_set_object (value, clutter_animation_get_timeline (animation));
break;
case PROP_ALPHA:
g_value_set_object (value, clutter_animation_get_alpha (animation));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static gboolean
clutter_animation_parse_custom_node (ClutterScriptable *scriptable,
ClutterScript *script,
GValue *value,
const gchar *name,
JsonNode *node)
{
if (strncmp (name, "mode", 4) == 0)
{
gulong mode;
mode = clutter_script_resolve_animation_mode (node);
g_value_init (value, G_TYPE_ULONG);
g_value_set_ulong (value, mode);
return TRUE;
}
return FALSE;
}
static void
clutter_scriptable_init (ClutterScriptableIface *iface)
{
iface->parse_custom_node = clutter_animation_parse_custom_node;
}
static void
clutter_animation_class_init (ClutterAnimationClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
quark_object_animation =
g_quark_from_static_string ("clutter-actor-animation");
g_type_class_add_private (klass, sizeof (ClutterAnimationPrivate));
klass->completed = clutter_animation_real_completed;
gobject_class->set_property = clutter_animation_set_property;
gobject_class->get_property = clutter_animation_get_property;
gobject_class->dispose = clutter_animation_dispose;
gobject_class->finalize = clutter_animation_finalize;
/**
* ClutterAnimation:object:
*
* The #GObject to which the animation applies.
*
* Since: 1.0
*/
obj_props[PROP_OBJECT] =
g_param_spec_object ("object",
P_("Object"),
P_("Object to which the animation applies"),
G_TYPE_OBJECT,
CLUTTER_PARAM_READWRITE);
/**
* ClutterAnimation:mode:
*
* The animation mode, either a value from #ClutterAnimationMode
* or a value returned by clutter_alpha_register_func(). The
* default value is %CLUTTER_LINEAR.
*
* Since: 1.0
*/
obj_props[PROP_MODE] =
g_param_spec_ulong ("mode",
P_("Mode"),
P_("The mode of the animation"),
0, G_MAXULONG,
CLUTTER_LINEAR,
CLUTTER_PARAM_READWRITE);
/**
* ClutterAnimation:duration:
*
* The duration of the animation, expressed in milliseconds.
*
* Since: 1.0
*/
obj_props[PROP_DURATION] =
g_param_spec_uint ("duration",
P_("Duration"),
P_("Duration of the animation, in milliseconds"),
0, G_MAXUINT,
0,
CLUTTER_PARAM_READWRITE);
/**
* ClutterAnimation:loop:
*
* Whether the animation should loop.
*
* Since: 1.0
*/
obj_props[PROP_LOOP] =
g_param_spec_boolean ("loop",
P_("Loop"),
P_("Whether the animation should loop"),
FALSE,
CLUTTER_PARAM_READWRITE);
/**
* ClutterAnimation:timeline:
*
* The #ClutterTimeline used by the animation.
*
* Since: 1.0
*/
obj_props[PROP_TIMELINE] =
g_param_spec_object ("timeline",
P_("Timeline"),
P_("The timeline used by the animation"),
CLUTTER_TYPE_TIMELINE,
CLUTTER_PARAM_READWRITE);
/**
* ClutterAnimation:alpha:
*
* The #ClutterAlpha used by the animation.
*
* Since: 1.0
*/
obj_props[PROP_ALPHA] =
g_param_spec_object ("alpha",
P_("Alpha"),
P_("The alpha used by the animation"),
CLUTTER_TYPE_ALPHA,
CLUTTER_PARAM_READWRITE);
g_object_class_install_properties (gobject_class,
PROP_LAST,
obj_props);
/**
* ClutterAnimation::started:
* @animation: the animation that emitted the signal
*
* The ::started signal is emitted once the animation has been
* started
*
* Since: 1.0
*/
animation_signals[STARTED] =
g_signal_new (I_("started"),
G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterAnimationClass, started),
NULL, NULL,
_clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterAnimation::completed:
* @animation: the animation that emitted the signal
*
* The ::completed signal is emitted once the animation has
* been completed.
*
* The @animation instance is guaranteed to be valid for the entire
* duration of the signal emission chain.
*
* Since: 1.0
*/
animation_signals[COMPLETED] =
g_signal_new (I_("completed"),
G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterAnimationClass, completed),
NULL, NULL,
_clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
}
static void
clutter_animation_init (ClutterAnimation *self)
{
self->priv = CLUTTER_ANIMATION_GET_PRIVATE (self);
self->priv->properties =
g_hash_table_new_full (g_str_hash, g_str_equal,
(GDestroyNotify) g_free,
(GDestroyNotify) g_object_unref);
}
static inline void
clutter_animation_bind_property_internal (ClutterAnimation *animation,
const gchar *property_name,
GParamSpec *pspec,
ClutterInterval *interval)
{
ClutterAnimationPrivate *priv = animation->priv;
if (!clutter_interval_validate (interval, pspec))
{
g_warning ("Cannot bind property '%s': the interval is out "
"of bounds",
property_name);
return;
}
g_hash_table_insert (priv->properties,
g_strdup (property_name),
g_object_ref_sink (interval));
}
static inline void
clutter_animation_update_property_internal (ClutterAnimation *animation,
const gchar *property_name,
GParamSpec *pspec,
ClutterInterval *interval)
{
ClutterAnimationPrivate *priv = animation->priv;
if (!clutter_interval_validate (interval, pspec))
{
g_warning ("Cannot bind property '%s': the interval is out "
"of bounds",
property_name);
return;
}
g_hash_table_replace (priv->properties,
g_strdup (property_name),
g_object_ref_sink (interval));
}
static GParamSpec *
clutter_animation_validate_bind (ClutterAnimation *animation,
const char *property_name,
GType argtype)
{
ClutterAnimationPrivate *priv;
GParamSpec *pspec;
GType pspec_type;
priv = animation->priv;
if (G_UNLIKELY (!priv->object))
{
g_warning ("Cannot bind property '%s': the animation has no "
"object set. You need to call clutter_animation_set_object() "
"first to be able to bind a property",
property_name);
return NULL;
}
if (G_UNLIKELY (clutter_animation_has_property (animation, property_name)))
{
g_warning ("Cannot bind property '%s': the animation already has "
"a bound property with the same name",
property_name);
return NULL;
}
if (CLUTTER_IS_ANIMATABLE (priv->object))
{
ClutterAnimatable *animatable = CLUTTER_ANIMATABLE (priv->object);
pspec = clutter_animatable_find_property (animatable, property_name);
}
else
{
GObjectClass *klass = G_OBJECT_GET_CLASS (priv->object);
pspec = g_object_class_find_property (klass, property_name);
}
if (pspec == NULL)
{
g_warning ("Cannot bind property '%s': objects of type '%s' have "
"no such property",
property_name,
g_type_name (G_OBJECT_TYPE (priv->object)));
return NULL;
}
if (!(pspec->flags & G_PARAM_WRITABLE))
{
g_warning ("Cannot bind property '%s': the property is not writable",
property_name);
return NULL;
}
pspec_type = G_PARAM_SPEC_VALUE_TYPE (pspec);
if (g_value_type_transformable (argtype, pspec_type))
return pspec;
else
{
g_warning ("Cannot bind property '%s': the interval value of "
"type '%s' is not compatible with the property value "
"of type '%s'",
property_name,
g_type_name (argtype),
g_type_name (pspec_type));
return NULL;
}
}
/**
* clutter_animation_bind_interval:
* @animation: a #ClutterAnimation
* @property_name: the property to control
* @interval: (transfer full): a #ClutterInterval
*
* Binds @interval to the @property_name of the #GObject
* attached to @animation. The #ClutterAnimation will take
* ownership of the passed #ClutterInterval. For more information
* about animations, see clutter_actor_animate().
*
* If you need to update the interval instance use
* clutter_animation_update_property() instead.
*
* Return value: (transfer none): The animation itself.
* Since: 1.0
*/
ClutterAnimation *
clutter_animation_bind_interval (ClutterAnimation *animation,
const gchar *property_name,
ClutterInterval *interval)
{
GParamSpec *pspec;
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
g_return_val_if_fail (property_name != NULL, NULL);
g_return_val_if_fail (CLUTTER_IS_INTERVAL (interval), NULL);
pspec = clutter_animation_validate_bind (animation, property_name,
clutter_interval_get_value_type (interval));
if (pspec == NULL)
return NULL;
clutter_animation_bind_property_internal (animation, property_name,
pspec,
interval);
return animation;
}
/**
* clutter_animation_bind:
* @animation: a #ClutterAnimation
* @property_name: the property to control
* @final: The final value of the property
*
* Adds a single property with name @property_name to the
* animation @animation. For more information about animations,
* see clutter_actor_animate().
*
* This method returns the animation primarily to make chained
* calls convenient in language bindings.
*
* Return value: (transfer none): The animation itself.
*
* Since: 1.0
*/
ClutterAnimation *
clutter_animation_bind (ClutterAnimation *animation,
const gchar *property_name,
const GValue *final)
{
ClutterAnimationPrivate *priv;
GParamSpec *pspec;
ClutterInterval *interval;
GType type;
GValue initial = { 0, };
GValue real_final = { 0, };
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
g_return_val_if_fail (property_name != NULL, NULL);
priv = animation->priv;
type = G_VALUE_TYPE (final);
pspec = clutter_animation_validate_bind (animation, property_name, type);
if (pspec == NULL)
return NULL;
g_value_init (&real_final, G_PARAM_SPEC_VALUE_TYPE (pspec));
if (!g_value_transform (final, &real_final))
{
g_value_unset (&real_final);
g_warning ("Unable to transform the value of type '%s' to a value "
"of '%s' compatible with the property '%s'of the object "
"of type '%s'",
g_type_name (type),
g_type_name (G_PARAM_SPEC_VALUE_TYPE (pspec)),
property_name,
G_OBJECT_TYPE_NAME (priv->object));
return NULL;
}
g_value_init (&initial, G_PARAM_SPEC_VALUE_TYPE (pspec));
if (CLUTTER_IS_ANIMATABLE (priv->object))
clutter_animatable_get_initial_state (CLUTTER_ANIMATABLE (priv->object),
property_name,
&initial);
else
g_object_get_property (priv->object, property_name, &initial);
interval = clutter_interval_new_with_values (G_PARAM_SPEC_VALUE_TYPE (pspec),
&initial,
&real_final);
g_value_unset (&initial);
g_value_unset (&real_final);
clutter_animation_bind_property_internal (animation, property_name,
pspec,
interval);
return animation;
}
/**
* clutter_animation_unbind_property:
* @animation: a #ClutterAnimation
* @property_name: name of the property
*
* Removes @property_name from the list of animated properties.
*
* Since: 1.0
*/
void
clutter_animation_unbind_property (ClutterAnimation *animation,
const gchar *property_name)
{
ClutterAnimationPrivate *priv;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_return_if_fail (property_name != NULL);
priv = animation->priv;
if (!clutter_animation_has_property (animation, property_name))
{
g_warning ("Cannot unbind property '%s': the animation has "
"no bound property with that name",
property_name);
return;
}
g_hash_table_remove (priv->properties, property_name);
}
/**
* clutter_animation_has_property:
* @animation: a #ClutterAnimation
* @property_name: name of the property
*
* Checks whether @animation is controlling @property_name.
*
* Return value: %TRUE if the property is animated by the
* #ClutterAnimation, %FALSE otherwise
*
* Since: 1.0
*/
gboolean
clutter_animation_has_property (ClutterAnimation *animation,
const gchar *property_name)
{
ClutterAnimationPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), FALSE);
g_return_val_if_fail (property_name != NULL, FALSE);
priv = animation->priv;
return g_hash_table_lookup (priv->properties, property_name) != NULL;
}
/**
* clutter_animation_update_interval:
* @animation: a #ClutterAnimation
* @property_name: name of the property
* @interval: a #ClutterInterval
*
* Changes the @interval for @property_name. The #ClutterAnimation
* will take ownership of the passed #ClutterInterval.
*
* Since: 1.0
*/
void
clutter_animation_update_interval (ClutterAnimation *animation,
const gchar *property_name,
ClutterInterval *interval)
{
ClutterAnimationPrivate *priv;
GParamSpec *pspec;
GType pspec_type, int_type;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_return_if_fail (property_name != NULL);
g_return_if_fail (CLUTTER_IS_INTERVAL (interval));
priv = animation->priv;
if (!clutter_animation_has_property (animation, property_name))
{
g_warning ("Cannot update property '%s': the animation has "
"no bound property with that name",
property_name);
return;
}
if (CLUTTER_IS_ANIMATABLE (priv->object))
{
ClutterAnimatable *animatable = CLUTTER_ANIMATABLE (priv->object);
pspec = clutter_animatable_find_property (animatable, property_name);
}
else
{
GObjectClass *klass = G_OBJECT_GET_CLASS (priv->object);
pspec = g_object_class_find_property (klass, property_name);
}
if (pspec == NULL)
{
g_warning ("Cannot update property '%s': objects of type '%s' have "
"no such property",
property_name,
g_type_name (G_OBJECT_TYPE (priv->object)));
return;
}
pspec_type = G_PARAM_SPEC_VALUE_TYPE (pspec);
int_type = clutter_interval_get_value_type (interval);
if (!g_value_type_compatible (int_type, pspec_type) ||
!g_value_type_transformable (int_type, pspec_type))
{
g_warning ("Cannot update property '%s': the interval value of "
"type '%s' is not compatible with the property value "
"of type '%s'",
property_name,
g_type_name (int_type),
g_type_name (pspec_type));
return;
}
clutter_animation_update_property_internal (animation, property_name,
pspec,
interval);
}
/**
* clutter_animation_update:
* @animation: a #ClutterAnimation
* @property_name: name of the property
* @final: The final value of the property
*
* Updates the @final value of the interval for @property_name
*
* Return value: (transfer none): The animation itself.
*
* Since: 1.0
*/
ClutterAnimation *
clutter_animation_update (ClutterAnimation *animation,
const gchar *property_name,
const GValue *final)
{
ClutterInterval *interval;
GType int_type;
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
g_return_val_if_fail (property_name != NULL, NULL);
g_return_val_if_fail (final != NULL, NULL);
g_return_val_if_fail (G_VALUE_TYPE (final) != G_TYPE_INVALID, NULL);
interval = clutter_animation_get_interval (animation, property_name);
if (interval == NULL)
{
g_warning ("Cannot update property '%s': the animation has "
"no bound property with that name",
property_name);
return NULL;
}
int_type = clutter_interval_get_value_type (interval);
if (!g_value_type_compatible (G_VALUE_TYPE (final), int_type) ||
!g_value_type_transformable (G_VALUE_TYPE (final), int_type))
{
g_warning ("Cannot update property '%s': the interval value of "
"type '%s' is not compatible with the property value "
"of type '%s'",
property_name,
g_type_name (int_type),
g_type_name (G_VALUE_TYPE (final)));
return NULL;
}
clutter_interval_set_final_value (interval, final);
return animation;
}
/**
* clutter_animation_get_interval:
* @animation: a #ClutterAnimation
* @property_name: name of the property
*
* Retrieves the #ClutterInterval associated to @property_name
* inside @animation.
*
* Return value: (transfer none): a #ClutterInterval or %NULL if no
* property with the same name was found. The returned interval is
* owned by the #ClutterAnimation and should not be unreferenced
*
* Since: 1.0
*/
ClutterInterval *
clutter_animation_get_interval (ClutterAnimation *animation,
const gchar *property_name)
{
ClutterAnimationPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
g_return_val_if_fail (property_name != NULL, NULL);
priv = animation->priv;
return g_hash_table_lookup (priv->properties, property_name);
}
static void
on_timeline_started (ClutterTimeline *timeline,
ClutterAnimation *animation)
{
g_signal_emit (animation, animation_signals[STARTED], 0);
}
static void
on_timeline_completed (ClutterTimeline *timeline,
ClutterAnimation *animation)
{
CLUTTER_NOTE (ANIMATION, "Timeline [%p] complete", timeline);
if (!clutter_animation_get_loop (animation))
g_signal_emit (animation, animation_signals[COMPLETED], 0);
}
static void
on_alpha_notify (GObject *gobject,
GParamSpec *pspec,
ClutterAnimation *animation)
{
ClutterAnimationPrivate *priv;
GList *properties, *p;
gdouble alpha_value;
gboolean is_animatable = FALSE;
ClutterAnimatable *animatable = NULL;
/* make sure the animation survives the notification */
g_object_ref (animation);
priv = animation->priv;
alpha_value = clutter_alpha_get_alpha (CLUTTER_ALPHA (gobject));
if (CLUTTER_IS_ANIMATABLE (priv->object))
{
animatable = CLUTTER_ANIMATABLE (priv->object);
is_animatable = TRUE;
}
g_object_freeze_notify (priv->object);
properties = g_hash_table_get_keys (priv->properties);
for (p = properties; p != NULL; p = p->next)
{
const gchar *p_name = p->data;
ClutterInterval *interval;
GValue value = { 0, };
gboolean apply;
interval = g_hash_table_lookup (priv->properties, p_name);
g_assert (CLUTTER_IS_INTERVAL (interval));
g_value_init (&value, clutter_interval_get_value_type (interval));
if (is_animatable)
{
const GValue *initial, *final;
initial = clutter_interval_peek_initial_value (interval);
final = clutter_interval_peek_final_value (interval);
apply = clutter_animatable_animate_property (animatable, animation,
p_name,
initial, final,
alpha_value,
&value);
}
else
{
apply = clutter_interval_compute_value (interval,
alpha_value,
&value);
}
if (apply)
{
if (is_animatable)
clutter_animatable_set_final_state (animatable, p_name, &value);
else
g_object_set_property (priv->object, p_name, &value);
}
g_value_unset (&value);
}
g_list_free (properties);
g_object_thaw_notify (priv->object);
g_object_unref (animation);
}
static ClutterAlpha *
clutter_animation_get_alpha_internal (ClutterAnimation *animation)
{
ClutterAnimationPrivate *priv = animation->priv;
if (priv->alpha == NULL)
{
ClutterAlpha *alpha;
alpha = clutter_alpha_new ();
clutter_alpha_set_mode (alpha, CLUTTER_LINEAR);
priv->alpha_notify_id =
g_signal_connect (alpha, "notify::alpha",
G_CALLBACK (on_alpha_notify),
animation);
priv->alpha = g_object_ref_sink (alpha);
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_ALPHA]);
}
return priv->alpha;
}
static ClutterTimeline *
clutter_animation_get_timeline_internal (ClutterAnimation *animation)
{
ClutterAnimationPrivate *priv = animation->priv;
ClutterTimeline *timeline;
ClutterAlpha *alpha;
alpha = clutter_animation_get_alpha_internal (animation);
timeline = clutter_alpha_get_timeline (alpha);
if (timeline != NULL)
return timeline;
timeline = g_object_new (CLUTTER_TYPE_TIMELINE, NULL);
priv->timeline_started_id =
g_signal_connect (timeline, "started",
G_CALLBACK (on_timeline_started),
animation);
priv->timeline_completed_id =
g_signal_connect (timeline, "completed",
G_CALLBACK (on_timeline_completed),
animation);
clutter_alpha_set_timeline (alpha, timeline);
/* the alpha owns the timeline now */
g_object_unref (timeline);
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_TIMELINE]);
return timeline;
}
/**
* clutter_animation_new:
*
* Creates a new #ClutterAnimation instance. You should set the
* #GObject to be animated using clutter_animation_set_object(),
* set the duration with clutter_animation_set_duration() and the
* easing mode using clutter_animation_set_mode().
*
* Use clutter_animation_bind() or clutter_animation_bind_interval()
* to define the properties to be animated. The interval and the
* animated properties can be updated at runtime.
*
* The clutter_actor_animate() and relative family of functions provide
* an easy way to animate a #ClutterActor and automatically manage the
* lifetime of a #ClutterAnimation instance, so you should consider using
* those functions instead of manually creating an animation.
*
* Return value: the newly created #ClutterAnimation. Use g_object_unref()
* to release the associated resources
*
* Since: 1.0
*/
ClutterAnimation *
clutter_animation_new (void)
{
return g_object_new (CLUTTER_TYPE_ANIMATION, NULL);
}
/**
* clutter_animation_set_object:
* @animation: a #ClutterAnimation
* @object: a #GObject
*
* Attaches @animation to @object. The #ClutterAnimation will take a
* reference on @object.
*
* Since: 1.0
*/
void
clutter_animation_set_object (ClutterAnimation *animation,
GObject *object)
{
ClutterAnimationPrivate *priv;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_return_if_fail (object == NULL || G_IS_OBJECT (object));
priv = animation->priv;
if (priv->object != NULL)
{
g_object_set_qdata (priv->object, quark_object_animation, NULL);
g_object_unref (priv->object);
priv->object = NULL;
}
if (object != NULL)
priv->object = g_object_ref (object);
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_OBJECT]);
}
/**
* clutter_animation_get_object:
* @animation: a #ClutterAnimation
*
* Retrieves the #GObject attached to @animation.
*
* Return value: (transfer none): a #GObject
*
* Since: 1.0
*/
GObject *
clutter_animation_get_object (ClutterAnimation *animation)
{
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
return animation->priv->object;
}
/**
* clutter_animation_set_mode:
* @animation: a #ClutterAnimation
* @mode: an animation mode logical id
*
* Sets the animation @mode of @animation. The animation @mode is
* a logical id, either coming from the #ClutterAnimationMode enumeration
* or the return value of clutter_alpha_register_func().
*
* This function will also set #ClutterAnimation:alpha if needed.
*
* Since: 1.0
*/
void
clutter_animation_set_mode (ClutterAnimation *animation,
gulong mode)
{
ClutterAlpha *alpha;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_object_freeze_notify (G_OBJECT (animation));
alpha = clutter_animation_get_alpha_internal (animation);
g_assert (CLUTTER_IS_ALPHA (alpha));
clutter_alpha_set_mode (alpha, mode);
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_MODE]);
g_object_thaw_notify (G_OBJECT (animation));
}
/**
* clutter_animation_get_mode:
* @animation: a #ClutterAnimation
*
* Retrieves the animation mode of @animation, as set by
* clutter_animation_set_mode().
*
* Return value: the mode for the animation
*
* Since: 1.0
*/
gulong
clutter_animation_get_mode (ClutterAnimation *animation)
{
ClutterAlpha *alpha;
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), CLUTTER_LINEAR);
alpha = clutter_animation_get_alpha_internal (animation);
return clutter_alpha_get_mode (alpha);
}
/**
* clutter_animation_set_duration:
* @animation: a #ClutterAnimation
* @msecs: the duration in milliseconds
*
* Sets the duration of @animation in milliseconds.
*
* This function will set #ClutterAnimation:alpha and
* #ClutterAnimation:timeline if needed.
*
* Since: 1.0
*/
void
clutter_animation_set_duration (ClutterAnimation *animation,
guint msecs)
{
ClutterTimeline *timeline;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_object_freeze_notify (G_OBJECT (animation));
timeline = clutter_animation_get_timeline_internal (animation);
g_assert (CLUTTER_IS_TIMELINE (timeline));
clutter_timeline_set_duration (timeline, msecs);
clutter_timeline_rewind (timeline);
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_DURATION]);
g_object_thaw_notify (G_OBJECT (animation));
}
/**
* clutter_animation_set_loop:
* @animation: a #ClutterAnimation
* @loop: %TRUE if the animation should loop
*
* Sets whether @animation should loop over itself once finished.
*
* A looping #ClutterAnimation will not emit the #ClutterAnimation::completed
* signal when finished.
*
* This function will set #ClutterAnimation:alpha and
* #ClutterAnimation:timeline if needed.
*
* Since: 1.0
*/
void
clutter_animation_set_loop (ClutterAnimation *animation,
gboolean loop)
{
ClutterTimeline *timeline;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_object_freeze_notify (G_OBJECT (animation));
timeline = clutter_animation_get_timeline_internal (animation);
clutter_timeline_set_loop (timeline, loop);
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_LOOP]);
g_object_thaw_notify (G_OBJECT (animation));
}
/**
* clutter_animation_get_loop:
* @animation: a #ClutterAnimation
*
* Retrieves whether @animation is looping.
*
* Return value: %TRUE if the animation is looping
*
* Since: 1.0
*/
gboolean
clutter_animation_get_loop (ClutterAnimation *animation)
{
ClutterTimeline *timeline;
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), FALSE);
timeline = clutter_animation_get_timeline_internal (animation);
return clutter_timeline_get_loop (timeline);
}
/**
* clutter_animation_get_duration:
* @animation: a #ClutterAnimation
*
* Retrieves the duration of @animation, in milliseconds.
*
* Return value: the duration of the animation
*
* Since: 1.0
*/
guint
clutter_animation_get_duration (ClutterAnimation *animation)
{
ClutterTimeline *timeline;
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), 0);
timeline = clutter_animation_get_timeline_internal (animation);
return clutter_timeline_get_duration (timeline);
}
/**
* clutter_animation_set_timeline:
* @animation: a #ClutterAnimation
* @timeline: a #ClutterTimeline, or %NULL to unset the
* current #ClutterTimeline
*
* Sets the #ClutterTimeline used by @animation.
*
* Since: 1.0
*/
void
clutter_animation_set_timeline (ClutterAnimation *animation,
ClutterTimeline *timeline)
{
ClutterAnimationPrivate *priv;
ClutterTimeline *cur_timeline;
ClutterAlpha *alpha;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_return_if_fail (timeline == NULL || CLUTTER_IS_TIMELINE (timeline));
priv = animation->priv;
if (priv->alpha != NULL)
cur_timeline = clutter_alpha_get_timeline (priv->alpha);
else
cur_timeline = NULL;
if (cur_timeline == timeline)
return;
g_object_freeze_notify (G_OBJECT (animation));
if (cur_timeline != NULL && priv->timeline_started_id != 0)
g_signal_handler_disconnect (cur_timeline, priv->timeline_started_id);
if (cur_timeline != NULL && priv->timeline_completed_id != 0)
g_signal_handler_disconnect (cur_timeline, priv->timeline_completed_id);
priv->timeline_started_id = 0;
priv->timeline_completed_id = 0;
alpha = clutter_animation_get_alpha_internal (animation);
clutter_alpha_set_timeline (alpha, timeline);
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_TIMELINE]);
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_DURATION]);
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_LOOP]);
if (timeline)
{
priv->timeline_started_id =
g_signal_connect (timeline, "started",
G_CALLBACK (on_timeline_started),
animation);
priv->timeline_completed_id =
g_signal_connect (timeline, "completed",
G_CALLBACK (on_timeline_completed),
animation);
}
g_object_thaw_notify (G_OBJECT (animation));
}
/**
* clutter_animation_get_timeline:
* @animation: a #ClutterAnimation
*
* Retrieves the #ClutterTimeline used by @animation
*
* Return value: (transfer none): the timeline used by the animation
*
* Since: 1.0
*/
ClutterTimeline *
clutter_animation_get_timeline (ClutterAnimation *animation)
{
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
return clutter_animation_get_timeline_internal (animation);
}
/**
* clutter_animation_set_alpha:
* @animation: a #ClutterAnimation
* @alpha: a #ClutterAlpha, or %NULL to unset the current #ClutterAlpha
*
* Sets @alpha as the #ClutterAlpha used by @animation.
*
* If @alpha is not %NULL, the #ClutterAnimation will take ownership
* of the #ClutterAlpha instance.
*
* Since: 1.0
*/
void
clutter_animation_set_alpha (ClutterAnimation *animation,
ClutterAlpha *alpha)
{
ClutterAnimationPrivate *priv;
ClutterTimeline *timeline;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_return_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha));
priv = animation->priv;
if (priv->alpha == alpha)
return;
g_object_freeze_notify (G_OBJECT (animation));
if (priv->alpha != NULL)
timeline = clutter_alpha_get_timeline (priv->alpha);
else
timeline = NULL;
/* disconnect the old timeline first */
if (timeline != NULL && priv->timeline_started_id != 0)
{
g_signal_handler_disconnect (timeline, priv->timeline_started_id);
priv->timeline_started_id = 0;
}
if (timeline != NULL && priv->timeline_completed_id != 0)
{
g_signal_handler_disconnect (timeline, priv->timeline_completed_id);
priv->timeline_completed_id = 0;
}
/* then we need to disconnect the signal handler from the old alpha */
if (priv->alpha_notify_id != 0)
{
g_signal_handler_disconnect (priv->alpha, priv->alpha_notify_id);
priv->alpha_notify_id = 0;
}
if (priv->alpha != NULL)
{
/* this will take care of any reference we hold on the timeline */
g_object_unref (priv->alpha);
priv->alpha = NULL;
}
if (alpha == NULL)
goto out;
priv->alpha = g_object_ref_sink (alpha);
priv->alpha_notify_id =
g_signal_connect (priv->alpha, "notify::alpha",
G_CALLBACK (on_alpha_notify),
animation);
/* if the alpha has a timeline then we use it, otherwise we create one */
timeline = clutter_alpha_get_timeline (priv->alpha);
if (timeline != NULL)
{
priv->timeline_started_id =
g_signal_connect (timeline, "started",
G_CALLBACK (on_timeline_started),
animation);
priv->timeline_completed_id =
g_signal_connect (timeline, "completed",
G_CALLBACK (on_timeline_completed),
animation);
}
else
{
/* FIXME - add a create_timeline_internal() because this does
* not look very good
*/
(void) clutter_animation_get_timeline_internal (animation);
}
out:
/* emit all relevant notifications */
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_MODE]);
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_DURATION]);
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_LOOP]);
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_ALPHA]);
g_object_notify_by_pspec (G_OBJECT (animation), obj_props[PROP_TIMELINE]);
g_object_thaw_notify (G_OBJECT (animation));
}
/**
* clutter_animation_get_alpha:
* @animation: a #ClutterAnimation
*
* Retrieves the #ClutterAlpha used by @animation.
*
* Return value: (transfer none): the alpha object used by the animation
*
* Since: 1.0
*/
ClutterAlpha *
clutter_animation_get_alpha (ClutterAnimation *animation)
{
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
return clutter_animation_get_alpha_internal (animation);
}
/**
* clutter_animation_completed:
* @animation: a #ClutterAnimation
*
* Emits the ::completed signal on @animation
*
* When using this function with a #ClutterAnimation created
* by the clutter_actor_animate() family of functions, @animation
* will be unreferenced and it will not be valid anymore,
* unless g_object_ref() was called before calling this function
* or unless a reference was taken inside a handler for the
* #ClutterAnimation::completed signal
*
* Since: 1.0
*/
void
clutter_animation_completed (ClutterAnimation *animation)
{
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_signal_emit (animation, animation_signals[COMPLETED], 0);
}
/*
* starts the timeline
*/
static void
clutter_animation_start (ClutterAnimation *animation)
{
ClutterTimeline *timeline;
timeline = clutter_animation_get_timeline_internal (animation);
if (G_LIKELY (timeline != NULL))
clutter_timeline_start (timeline);
else
{
/* sanity check */
g_warning (G_STRLOC ": no timeline found, unable to start the animation");
}
}
static void
clutter_animation_setup_property (ClutterAnimation *animation,
const gchar *property_name,
const GValue *value,
GParamSpec *pspec,
gboolean is_fixed)
{
ClutterAnimationPrivate *priv = animation->priv;
GValue real_value = { 0, };
if (pspec->flags & G_PARAM_CONSTRUCT_ONLY)
{
g_warning ("Cannot bind property '%s': the property is "
"construct-only",
property_name);
return;
}
if (!(pspec->flags & G_PARAM_WRITABLE))
{
g_warning ("Cannot bind property '%s': the property is "
"not writable",
property_name);
return;
}
/* initialize the real value that will be used to store the
* final state of the animation
*/
g_value_init (&real_value, G_PARAM_SPEC_VALUE_TYPE (pspec));
/* if it's not the same type of the GParamSpec value, try to
* convert it using the GValue transformation API, otherwise
* just copy it
*/
if (!g_type_is_a (G_VALUE_TYPE (value), G_VALUE_TYPE (&real_value)))
{
/* are these two types compatible (can be directly copied)? */
if (g_value_type_compatible (G_VALUE_TYPE (value),
G_VALUE_TYPE (&real_value)))
{
g_value_copy (value, &real_value);
goto done;
}
/* are these two type transformable? */
if (g_value_type_transformable (G_VALUE_TYPE (value),
G_VALUE_TYPE (&real_value)))
{
if (g_value_transform (value, &real_value))
goto done;
}
/* if not compatible and not transformable then we can't do much */
g_warning ("%s: Unable to convert from %s to %s for "
"the property '%s' of object %s",
G_STRLOC,
g_type_name (G_VALUE_TYPE (value)),
g_type_name (G_VALUE_TYPE (&real_value)),
property_name,
G_OBJECT_TYPE_NAME (priv->object));
g_value_unset (&real_value);
return;
}
else
g_value_copy (value, &real_value);
done:
/* create an interval and bind it to the property, in case
* it's not a fixed property, otherwise just set it
*/
if (G_LIKELY (!is_fixed))
{
ClutterInterval *interval;
GValue cur_value = { 0, };
g_value_init (&cur_value, G_PARAM_SPEC_VALUE_TYPE (pspec));
if (CLUTTER_IS_ANIMATABLE (priv->object))
clutter_animatable_get_initial_state (CLUTTER_ANIMATABLE (priv->object),
property_name,
&cur_value);
else
g_object_get_property (priv->object, property_name, &cur_value);
interval =
clutter_interval_new_with_values (G_PARAM_SPEC_VALUE_TYPE (pspec),
&cur_value,
&real_value);
if (!clutter_animation_has_property (animation, property_name))
clutter_animation_bind_property_internal (animation, property_name,
pspec,
interval);
else
clutter_animation_update_property_internal (animation, property_name,
pspec,
interval);
g_value_unset (&cur_value);
}
else
{
if (CLUTTER_IS_ANIMATABLE (priv->object))
clutter_animatable_set_final_state (CLUTTER_ANIMATABLE (priv->object),
property_name,
&real_value);
else
g_object_set_property (priv->object, property_name, &real_value);
}
g_value_unset (&real_value);
}
static void
clutter_animation_setupv (ClutterAnimation *animation,
gint n_properties,
const gchar * const properties[],
const GValue *values)
{
ClutterAnimationPrivate *priv = animation->priv;
ClutterAnimatable *animatable = NULL;
GObjectClass *klass = NULL;
gint i;
if (CLUTTER_IS_ANIMATABLE (priv->object))
animatable = CLUTTER_ANIMATABLE (priv->object);
else
klass = G_OBJECT_GET_CLASS (priv->object);
for (i = 0; i < n_properties; i++)
{
const gchar *property_name = properties[i];
GParamSpec *pspec;
gboolean is_fixed = FALSE;
if (g_str_has_prefix (property_name, "fixed::"))
{
property_name += 7; /* strlen("fixed::") */
is_fixed = TRUE;
}
if (animatable != NULL)
pspec = clutter_animatable_find_property (animatable, property_name);
else
pspec = g_object_class_find_property (klass, property_name);
if (pspec == NULL)
{
g_warning ("Cannot bind property '%s': objects of type '%s' do "
"not have this property",
property_name,
g_type_name (G_OBJECT_TYPE (priv->object)));
break;
}
clutter_animation_setup_property (animation, property_name,
&values[i],
pspec,
is_fixed);
}
}
static const struct
{
const gchar *name;
GConnectFlags flags;
} signal_prefixes[] =
{
{ "::", 0 },
{ "-swapped::", G_CONNECT_SWAPPED },
{ "-after::", G_CONNECT_AFTER },
{ "-swapped-after::", G_CONNECT_SWAPPED | G_CONNECT_AFTER }
};
static gboolean
clutter_animation_has_signal_prefix (const gchar *property_name,
GConnectFlags *flags,
int *offset)
{
int i;
if (!g_str_has_prefix (property_name, "signal"))
return FALSE;
for (i = 0; i < G_N_ELEMENTS (signal_prefixes); i++)
if (g_str_has_prefix (property_name + 6, signal_prefixes[i].name))
{
*offset = strlen (signal_prefixes[i].name) + 6;
*flags = signal_prefixes[i].flags;
return TRUE;
}
return FALSE;
}
static void
clutter_animation_setup_valist (ClutterAnimation *animation,
const gchar *first_property_name,
va_list var_args)
{
ClutterAnimationPrivate *priv = animation->priv;
ClutterAnimatable *animatable = NULL;
GObjectClass *klass = NULL;
const gchar *property_name;
if (CLUTTER_IS_ANIMATABLE (priv->object))
animatable = CLUTTER_ANIMATABLE (priv->object);
else
klass = G_OBJECT_GET_CLASS (priv->object);
property_name = first_property_name;
while (property_name != NULL)
{
GParamSpec *pspec;
GValue final = { 0, };
gchar *error = NULL;
gboolean is_fixed = FALSE;
GConnectFlags flags;
int offset;
if (clutter_animation_has_signal_prefix (property_name,
&flags,
&offset))
{
const gchar *signal_name = property_name + offset;
GCallback callback = va_arg (var_args, GCallback);
gpointer userdata = va_arg (var_args, gpointer);
g_signal_connect_data (animation, signal_name,
callback, userdata,
NULL, flags);
}
else
{
if (g_str_has_prefix (property_name, "fixed::"))
{
property_name += 7; /* strlen("fixed::") */
is_fixed = TRUE;
}
if (animatable != NULL)
pspec = clutter_animatable_find_property (animatable,
property_name);
else
pspec = g_object_class_find_property (klass, property_name);
if (pspec == NULL)
{
g_warning ("Cannot bind property '%s': objects of type '%s' do "
"not have this property",
property_name,
g_type_name (G_OBJECT_TYPE (priv->object)));
break;
}
G_VALUE_COLLECT_INIT (&final, G_PARAM_SPEC_VALUE_TYPE (pspec),
var_args, 0,
&error);
if (error)
{
g_warning ("%s: %s", G_STRLOC, error);
g_free (error);
break;
}
clutter_animation_setup_property (animation, property_name,
&final,
pspec,
is_fixed);
}
property_name = va_arg (var_args, gchar*);
}
}
static ClutterAnimation *
animation_create_for_actor (ClutterActor *actor)
{
ClutterAnimation *animation;
GObject *object = G_OBJECT (actor);
animation = g_object_get_qdata (object, quark_object_animation);
if (animation == NULL)
{
animation = clutter_animation_new ();
clutter_animation_set_object (animation, object);
g_object_set_qdata (object, quark_object_animation, animation);
/* use the ::destroy signal to get a notification
* that the actor went away mid-animation
*/
g_signal_connect (object, "destroy",
G_CALLBACK (on_actor_destroy),
animation);
CLUTTER_NOTE (ANIMATION,
"Created new Animation [%p] for actor [%p]",
animation,
actor);
}
else
{
CLUTTER_NOTE (ANIMATION,
"Reusing Animation [%p] for actor [%p]",
animation,
actor);
}
return animation;
}
/**
* clutter_actor_animate_with_alpha:
* @actor: a #ClutterActor
* @alpha: a #ClutterAlpha
* @first_property_name: the name of a property
* @Varargs: a %NULL terminated list of property names and
* property values
*
* Animates the given list of properties of @actor between the current
* value for each property and a new final value. The animation has a
* definite behaviour given by the passed @alpha.
*
* See clutter_actor_animate() for further details.
*
* This function is useful if you want to use an existing #ClutterAlpha
* to animate @actor.
*
* Return value: (transfer none): a #ClutterAnimation object. The object is owned by the
* #ClutterActor and should not be unreferenced with g_object_unref()
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_animate_with_alpha (ClutterActor *actor,
ClutterAlpha *alpha,
const gchar *first_property_name,
...)
{
ClutterAnimation *animation;
ClutterTimeline *timeline;
va_list args;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
g_return_val_if_fail (CLUTTER_IS_ALPHA (alpha), NULL);
g_return_val_if_fail (first_property_name != NULL, NULL);
timeline = clutter_alpha_get_timeline (alpha);
if (timeline == NULL)
{
g_warning ("The passed ClutterAlpha does not have an "
"associated ClutterTimeline.");
return NULL;
}
animation = animation_create_for_actor (actor);
clutter_animation_set_alpha (animation, alpha);
va_start (args, first_property_name);
clutter_animation_setup_valist (animation, first_property_name, args);
va_end (args);
clutter_animation_start (animation);
return animation;
}
/**
* clutter_actor_animate_with_timeline:
* @actor: a #ClutterActor
* @mode: an animation mode logical id
* @timeline: a #ClutterTimeline
* @first_property_name: the name of a property
* @Varargs: a %NULL terminated list of property names and
* property values
*
* Animates the given list of properties of @actor between the current
* value for each property and a new final value. The animation has a
* definite duration given by @timeline and a speed given by the @mode.
*
* See clutter_actor_animate() for further details.
*
* This function is useful if you want to use an existing timeline
* to animate @actor.
*
* Return value: (transfer none): a #ClutterAnimation object. The object is
* owned by the #ClutterActor and should not be unreferenced with
* g_object_unref()
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_animate_with_timeline (ClutterActor *actor,
gulong mode,
ClutterTimeline *timeline,
const gchar *first_property_name,
...)
{
ClutterAnimation *animation;
va_list args;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
g_return_val_if_fail (first_property_name != NULL, NULL);
animation = animation_create_for_actor (actor);
clutter_animation_set_mode (animation, mode);
clutter_animation_set_timeline (animation, timeline);
va_start (args, first_property_name);
clutter_animation_setup_valist (animation, first_property_name, args);
va_end (args);
clutter_animation_start (animation);
return animation;
}
/**
* clutter_actor_animate:
* @actor: a #ClutterActor
* @mode: an animation mode logical id
* @duration: duration of the animation, in milliseconds
* @first_property_name: the name of a property
* @Varargs: a %NULL terminated list of property names and
* property values
*
* Animates the given list of properties of @actor between the current
* value for each property and a new final value. The animation has a
* definite duration and a speed given by the @mode.
*
* For example, this:
*
* |[
* clutter_actor_animate (rectangle, CLUTTER_LINEAR, 250,
* "width", 100.0,
* "height", 100.0,
* NULL);
* ]|
*
* will make width and height properties of the #ClutterActor "rectangle"
* grow linearly between the current value and 100 pixels, in 250 milliseconds.
*
* The animation @mode is a logical id, either from the #ClutterAnimationMode
* enumeration of from clutter_alpha_register_func().
*
* All the properties specified will be animated between the current value
* and the final value. If a property should be set at the beginning of
* the animation but not updated during the animation, it should be prefixed
* by the "fixed::" string, for instance:
*
* |[
* clutter_actor_animate (actor, CLUTTER_EASE_IN_SINE, 100,
* "rotation-angle-z", 360.0,
* "fixed::rotation-center-z", &amp;center,
* NULL);
* ]|
*
* Will animate the "rotation-angle-z" property between the current value
* and 360 degrees, and set the "rotation-center-z" property to the fixed
* value of the #ClutterVertex "center".
*
* This function will implicitly create a #ClutterAnimation object which
* will be assigned to the @actor and will be returned to the developer
* to control the animation or to know when the animation has been
* completed.
*
* If a name argument starts with "signal::", "signal-after::",
* "signal-swapped::" or "signal-swapped-after::" the two following arguments
* are used as callback function and data for a signal handler installed on
* the #ClutterAnimation object for the specified signal name, for instance:
*
* |[
*
* static void
* on_animation_completed (ClutterAnimation *animation,
* ClutterActor *actor)
* {
* clutter_actor_hide (actor);
* }
*
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 100,
* "opacity", 0,
* "signal::completed", on_animation_completed, actor,
* NULL);
* ]|
*
* or, to automatically destroy an actor at the end of the animation:
*
* |[
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 100,
* "opacity", 0,
* "signal-swapped-after::completed",
* clutter_actor_destroy,
* actor,
* NULL);
* ]|
*
* The "signal::" modifier is the equivalent of using g_signal_connect();
* the "signal-after::" modifier is the equivalent of using
* g_signal_connect_after() or g_signal_connect_data() with the
* %G_CONNECT_AFTER; the "signal-swapped::" modifier is the equivalent
* of using g_signal_connect_swapped() or g_signal_connect_data() with the
* %G_CONNECT_SWAPPED flah; finally, the "signal-swapped-after::" modifier
* is the equivalent of using g_signal_connect_data() with both the
* %G_CONNECT_AFTER and %G_CONNECT_SWAPPED flags. The clutter_actor_animate()
* function will not keep track of multiple connections to the same signal,
* so it is your responsability to avoid them when calling
* clutter_actor_animate() multiple times on the same actor.
*
* Calling this function on an actor that is already being animated
* will cause the current animation to change with the new final values,
* the new easing mode and the new duration - that is, this code:
*
* |[
* clutter_actor_animate (actor, CLUTTER_LINEAR, 250,
* "width", 100.0,
* "height", 100.0,
* NULL);
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 500,
* "x", 100.0,
* "y", 100.0,
* "width", 200.0,
* NULL);
* ]|
*
* is the equivalent of:
*
* |[
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 500,
* "x", 100.0,
* "y", 100.0,
* "width", 200.0,
* "height", 100.0,
* NULL);
* ]|
*
* <note>Unless the animation is looping, the #ClutterAnimation created by
* clutter_actor_animate() will become invalid as soon as it is
* complete.</note>
*
* Since the created #ClutterAnimation instance attached to @actor
* is guaranteed to be valid throughout the #ClutterAnimation::completed
* signal emission chain, you will not be able to create a new animation
* using clutter_actor_animate() on the same @actor from within the
* #ClutterAnimation::completed signal handler unless you use
* g_signal_connect_after() to connect the callback function, for instance:
*
* |[
* static void
* on_animation_completed (ClutterAnimation *animation,
* ClutterActor *actor)
* {
* clutter_actor_animate (actor, CLUTTER_EASE_OUT_CUBIC, 250,
* "x", 500.0,
* "y", 500.0,
* NULL);
* }
*
* ...
* animation = clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 250,
* "x", 100.0,
* "y", 100.0,
* NULL);
* g_signal_connect (animation, "completed",
* G_CALLBACK (on_animation_completed),
* actor);
* ...
* ]|
*
* Return value: (transfer none): a #ClutterAnimation object. The object is
* owned by the #ClutterActor and should not be unreferenced with
* g_object_unref()
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_animate (ClutterActor *actor,
gulong mode,
guint duration,
const gchar *first_property_name,
...)
{
ClutterAnimation *animation;
va_list args;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
g_return_val_if_fail (mode != CLUTTER_CUSTOM_MODE, NULL);
g_return_val_if_fail (duration > 0, NULL);
g_return_val_if_fail (first_property_name != NULL, NULL);
animation = animation_create_for_actor (actor);
clutter_animation_set_mode (animation, mode);
clutter_animation_set_duration (animation, duration);
va_start (args, first_property_name);
clutter_animation_setup_valist (animation, first_property_name, args);
va_end (args);
clutter_animation_start (animation);
return animation;
}
/**
* clutter_actor_animatev:
* @actor: a #ClutterActor
* @mode: an animation mode logical id
* @duration: duration of the animation, in milliseconds
* @n_properties: number of property names and values
* @properties: (array length=n_properties) (element-type utf8): a vector
* containing the property names to set
* @values: (array length=n_properties): a vector containing the
* property values to set
*
* Animates the given list of properties of @actor between the current
* value for each property and a new final value. The animation has a
* definite duration and a speed given by the @mode.
*
* This is the vector-based variant of clutter_actor_animate(), useful
* for language bindings.
*
* <warning>Unlike clutter_actor_animate(), this function will not
* allow you to specify "signal::" names and callbacks.</warning>
*
* Return value: (transfer none): a #ClutterAnimation object. The object is
* owned by the #ClutterActor and should not be unreferenced with
* g_object_unref()
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_animatev (ClutterActor *actor,
gulong mode,
guint duration,
gint n_properties,
const gchar * const properties[],
const GValue *values)
{
ClutterAnimation *animation;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
g_return_val_if_fail (mode != CLUTTER_CUSTOM_MODE, NULL);
g_return_val_if_fail (duration > 0, NULL);
g_return_val_if_fail (properties != NULL, NULL);
g_return_val_if_fail (values != NULL, NULL);
animation = animation_create_for_actor (actor);
clutter_animation_set_mode (animation, mode);
clutter_animation_set_duration (animation, duration);
clutter_animation_setupv (animation, n_properties, properties, values);
clutter_animation_start (animation);
return animation;
}
/**
* clutter_actor_animate_with_timelinev:
* @actor: a #ClutterActor
* @mode: an animation mode logical id
* @timeline: a #ClutterTimeline
* @n_properties: number of property names and values
* @properties: (array length=n_properties) (element-type utf8): a vector
* containing the property names to set
* @values: (array length=n_properties): a vector containing the
* property values to set
*
* Animates the given list of properties of @actor between the current
* value for each property and a new final value. The animation has a
* definite duration given by @timeline and a speed given by the @mode.
*
* See clutter_actor_animate() for further details.
*
* This function is useful if you want to use an existing timeline
* to animate @actor.
*
* This is the vector-based variant of clutter_actor_animate_with_timeline(),
* useful for language bindings.
*
* <warning>Unlike clutter_actor_animate_with_timeline(), this function
* will not allow you to specify "signal::" names and callbacks.</warning>
*
* Return value: (transfer none): a #ClutterAnimation object. The object is
* owned by the #ClutterActor and should not be unreferenced with
* g_object_unref()
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_animate_with_timelinev (ClutterActor *actor,
gulong mode,
ClutterTimeline *timeline,
gint n_properties,
const gchar * const properties[],
const GValue *values)
{
ClutterAnimation *animation;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
g_return_val_if_fail (properties != NULL, NULL);
g_return_val_if_fail (values != NULL, NULL);
animation = animation_create_for_actor (actor);
clutter_animation_set_mode (animation, mode);
clutter_animation_set_timeline (animation, timeline);
clutter_animation_setupv (animation, n_properties, properties, values);
clutter_animation_start (animation);
return animation;
}
/**
* clutter_actor_animate_with_alphav:
* @actor: a #ClutterActor
* @alpha: a #ClutterAlpha
* @n_properties: number of property names and values
* @properties: (array length=n_properties) (element-type utf8): a vector
* containing the property names to set
* @values: (array length=n_properties): a vector containing the
* property values to set
*
* Animates the given list of properties of @actor between the current
* value for each property and a new final value. The animation has a
* definite behaviour given by the passed @alpha.
*
* See clutter_actor_animate() for further details.
*
* This function is useful if you want to use an existing #ClutterAlpha
* to animate @actor.
*
* This is the vector-based variant of clutter_actor_animate_with_alpha(),
* useful for language bindings.
*
* <warning>Unlike clutter_actor_animate_with_alpha(), this function will
* not allow you to specify "signal::" names and callbacks.</warning>
*
* Return value: (transfer none): a #ClutterAnimation object. The object is owned by the
* #ClutterActor and should not be unreferenced with g_object_unref()
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_animate_with_alphav (ClutterActor *actor,
ClutterAlpha *alpha,
gint n_properties,
const gchar * const properties[],
const GValue *values)
{
ClutterAnimation *animation;
ClutterTimeline *timeline;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
g_return_val_if_fail (CLUTTER_IS_ALPHA (alpha), NULL);
g_return_val_if_fail (properties != NULL, NULL);
g_return_val_if_fail (values != NULL, NULL);
timeline = clutter_alpha_get_timeline (alpha);
if (timeline == NULL)
{
g_warning ("The passed ClutterAlpha does not have an "
"associated ClutterTimeline.");
return NULL;
}
animation = animation_create_for_actor (actor);
clutter_animation_set_alpha (animation, alpha);
clutter_animation_setupv (animation, n_properties, properties, values);
clutter_animation_start (animation);
return animation;
}
/**
* clutter_actor_get_animation:
* @actor: a #ClutterActor
*
* Retrieves the #ClutterAnimation used by @actor, if clutter_actor_animate()
* has been called on @actor.
*
* Return value: (transfer none): a #ClutterAnimation, or %NULL
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_get_animation (ClutterActor *actor)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
return g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
}
/**
* clutter_actor_detach_animation:
* @actor: a #ClutterActor
*
* Detaches the #ClutterAnimation used by @actor, if clutter_actor_animate()
* has been called on @actor.
*
* Once the animation has been detached, it loses a reference. If it was
* the only reference then the #ClutterAnimation becomes invalid.
*
* The #ClutterAnimation::completed signal will not be emitted.
*
* Since: 1.4
*/
void
clutter_actor_detach_animation (ClutterActor *actor)
{
ClutterAnimation *animation;
ClutterAnimationPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
if (animation == NULL)
return;
priv = animation->priv;
g_assert (priv->object == G_OBJECT (actor));
/* we can't call get_timeline_internal() here because it would be
* pointless to create a timeline on an animation we want to detach
*/
if (priv->alpha != NULL)
{
ClutterTimeline *timeline;
timeline = clutter_alpha_get_timeline (priv->alpha);
if (timeline != NULL)
clutter_timeline_stop (timeline);
}
/* disconnect the ::destroy handler added by animation_create_for_actor() */
g_signal_handlers_disconnect_by_func (actor,
G_CALLBACK (on_actor_destroy),
animation);
clutter_animation_set_object (animation, NULL);
/* drop the reference on the animation */
g_object_unref (animation);
}