207 lines
6.8 KiB
C
207 lines
6.8 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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* Author:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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*/
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/**
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* ClutterAnimatable:
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*
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* Interface for animatable classes
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*
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* #ClutterAnimatable is an interface that allows a [class@GObject.Object] class
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* to control how an actor will animate a property.
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*
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* Each #ClutterAnimatable should implement the
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* [vfunc@Animatable.interpolate_value] virtual function of the
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* interface to compute the animation state between two values of an interval
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* depending on a progress factor, expressed as a floating point value.
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*/
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#include "config.h"
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#include "clutter/clutter-animatable.h"
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#include "clutter/clutter-interval.h"
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#include "clutter/clutter-debug.h"
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#include "clutter/clutter-private.h"
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G_DEFINE_INTERFACE (ClutterAnimatable, clutter_animatable, G_TYPE_OBJECT);
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static void
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clutter_animatable_default_init (ClutterAnimatableInterface *iface)
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{
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}
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/**
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* clutter_animatable_find_property:
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* @animatable: a #ClutterAnimatable
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* @property_name: the name of the animatable property to find
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*
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* Finds the [class@GObject.ParamSpec] for @property_name
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*
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* Return value: (transfer none): The #GParamSpec for the given property
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* or %NULL
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*/
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GParamSpec *
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clutter_animatable_find_property (ClutterAnimatable *animatable,
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const gchar *property_name)
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{
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ClutterAnimatableInterface *iface;
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g_return_val_if_fail (CLUTTER_IS_ANIMATABLE (animatable), NULL);
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g_return_val_if_fail (property_name != NULL, NULL);
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CLUTTER_NOTE (ANIMATION, "Looking for property '%s'", property_name);
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iface = CLUTTER_ANIMATABLE_GET_IFACE (animatable);
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if (iface->find_property != NULL)
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return iface->find_property (animatable, property_name);
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return g_object_class_find_property (G_OBJECT_GET_CLASS (animatable),
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property_name);
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}
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/**
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* clutter_animatable_get_initial_state:
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* @animatable: a #ClutterAnimatable
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* @property_name: the name of the animatable property to retrieve
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* @value: a #GValue initialized to the type of the property to retrieve
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*
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* Retrieves the current state of @property_name and sets @value with it
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*/
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void
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clutter_animatable_get_initial_state (ClutterAnimatable *animatable,
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const gchar *property_name,
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GValue *value)
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{
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ClutterAnimatableInterface *iface;
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g_return_if_fail (CLUTTER_IS_ANIMATABLE (animatable));
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g_return_if_fail (property_name != NULL);
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CLUTTER_NOTE (ANIMATION, "Getting initial state of '%s'", property_name);
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iface = CLUTTER_ANIMATABLE_GET_IFACE (animatable);
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if (iface->get_initial_state != NULL)
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iface->get_initial_state (animatable, property_name, value);
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else
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g_object_get_property (G_OBJECT (animatable), property_name, value);
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}
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/**
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* clutter_animatable_set_final_state:
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* @animatable: a #ClutterAnimatable
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* @property_name: the name of the animatable property to set
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* @value: the value of the animatable property to set
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*
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* Sets the current state of @property_name to @value
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*/
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void
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clutter_animatable_set_final_state (ClutterAnimatable *animatable,
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const gchar *property_name,
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const GValue *value)
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{
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ClutterAnimatableInterface *iface;
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g_return_if_fail (CLUTTER_IS_ANIMATABLE (animatable));
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g_return_if_fail (property_name != NULL);
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CLUTTER_NOTE (ANIMATION, "Setting state of property '%s'", property_name);
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iface = CLUTTER_ANIMATABLE_GET_IFACE (animatable);
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if (iface->set_final_state != NULL)
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iface->set_final_state (animatable, property_name, value);
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else
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g_object_set_property (G_OBJECT (animatable), property_name, value);
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}
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/**
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* clutter_animatable_interpolate_value:
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* @animatable: a #ClutterAnimatable
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* @property_name: the name of the property to interpolate
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* @interval: a #ClutterInterval with the animation range
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* @progress: the progress to use to interpolate between the
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* initial and final values of the @interval
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* @value: (out): return location for an initialized #GValue
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* using the same type of the @interval
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*
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* Asks a #ClutterAnimatable implementation to interpolate a
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* a named property between the initial and final values of
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* a #ClutterInterval, using @progress as the interpolation
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* value, and store the result inside @value.
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*
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* This function should be used for every property animation
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* involving `ClutterAnimatable`s.
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*
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* Return value: %TRUE if the interpolation was successful,
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* and %FALSE otherwise
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*/
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gboolean
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clutter_animatable_interpolate_value (ClutterAnimatable *animatable,
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const gchar *property_name,
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ClutterInterval *interval,
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gdouble progress,
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GValue *value)
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{
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ClutterAnimatableInterface *iface;
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g_return_val_if_fail (CLUTTER_IS_ANIMATABLE (animatable), FALSE);
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g_return_val_if_fail (property_name != NULL, FALSE);
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g_return_val_if_fail (CLUTTER_IS_INTERVAL (interval), FALSE);
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g_return_val_if_fail (value != NULL, FALSE);
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CLUTTER_NOTE (ANIMATION, "Interpolating '%s' (progress: %.3f)",
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property_name,
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progress);
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iface = CLUTTER_ANIMATABLE_GET_IFACE (animatable);
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if (iface->interpolate_value != NULL)
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{
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return iface->interpolate_value (animatable, property_name,
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interval,
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progress,
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value);
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}
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else
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return clutter_interval_compute_value (interval, progress, value);
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}
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/**
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* clutter_animatable_get_actor:
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* @animatable: a #ClutterAnimatable
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*
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* Get animated actor.
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*
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* Return value: (transfer none): a #ClutterActor
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*/
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ClutterActor *
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clutter_animatable_get_actor (ClutterAnimatable *animatable)
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{
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ClutterAnimatableInterface *iface;
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g_return_val_if_fail (CLUTTER_IS_ANIMATABLE (animatable), NULL);
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iface = CLUTTER_ANIMATABLE_GET_IFACE (animatable);
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g_return_val_if_fail (iface->get_actor, NULL);
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return iface->get_actor (animatable);
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}
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