1
0
Fork 0
mutter-performance-source/clutter/clutter/clutter-animatable.c

207 lines
6.8 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2009 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>
*/
/**
* ClutterAnimatable:
*
* Interface for animatable classes
*
* #ClutterAnimatable is an interface that allows a [class@GObject.Object] class
* to control how an actor will animate a property.
*
* Each #ClutterAnimatable should implement the
* [vfunc@Animatable.interpolate_value] virtual function of the
* interface to compute the animation state between two values of an interval
* depending on a progress factor, expressed as a floating point value.
*/
#include "config.h"
#include "clutter/clutter-animatable.h"
#include "clutter/clutter-interval.h"
#include "clutter/clutter-debug.h"
#include "clutter/clutter-private.h"
G_DEFINE_INTERFACE (ClutterAnimatable, clutter_animatable, G_TYPE_OBJECT);
static void
clutter_animatable_default_init (ClutterAnimatableInterface *iface)
{
}
/**
* clutter_animatable_find_property:
* @animatable: a #ClutterAnimatable
* @property_name: the name of the animatable property to find
*
* Finds the [class@GObject.ParamSpec] for @property_name
*
* Return value: (transfer none): The #GParamSpec for the given property
* or %NULL
*/
GParamSpec *
clutter_animatable_find_property (ClutterAnimatable *animatable,
const gchar *property_name)
{
ClutterAnimatableInterface *iface;
g_return_val_if_fail (CLUTTER_IS_ANIMATABLE (animatable), NULL);
g_return_val_if_fail (property_name != NULL, NULL);
CLUTTER_NOTE (ANIMATION, "Looking for property '%s'", property_name);
iface = CLUTTER_ANIMATABLE_GET_IFACE (animatable);
if (iface->find_property != NULL)
return iface->find_property (animatable, property_name);
return g_object_class_find_property (G_OBJECT_GET_CLASS (animatable),
property_name);
}
/**
* clutter_animatable_get_initial_state:
* @animatable: a #ClutterAnimatable
* @property_name: the name of the animatable property to retrieve
* @value: a #GValue initialized to the type of the property to retrieve
*
* Retrieves the current state of @property_name and sets @value with it
*/
void
clutter_animatable_get_initial_state (ClutterAnimatable *animatable,
const gchar *property_name,
GValue *value)
{
ClutterAnimatableInterface *iface;
g_return_if_fail (CLUTTER_IS_ANIMATABLE (animatable));
g_return_if_fail (property_name != NULL);
CLUTTER_NOTE (ANIMATION, "Getting initial state of '%s'", property_name);
iface = CLUTTER_ANIMATABLE_GET_IFACE (animatable);
if (iface->get_initial_state != NULL)
iface->get_initial_state (animatable, property_name, value);
else
g_object_get_property (G_OBJECT (animatable), property_name, value);
}
/**
* clutter_animatable_set_final_state:
* @animatable: a #ClutterAnimatable
* @property_name: the name of the animatable property to set
* @value: the value of the animatable property to set
*
* Sets the current state of @property_name to @value
*/
void
clutter_animatable_set_final_state (ClutterAnimatable *animatable,
const gchar *property_name,
const GValue *value)
{
ClutterAnimatableInterface *iface;
g_return_if_fail (CLUTTER_IS_ANIMATABLE (animatable));
g_return_if_fail (property_name != NULL);
CLUTTER_NOTE (ANIMATION, "Setting state of property '%s'", property_name);
iface = CLUTTER_ANIMATABLE_GET_IFACE (animatable);
if (iface->set_final_state != NULL)
iface->set_final_state (animatable, property_name, value);
else
g_object_set_property (G_OBJECT (animatable), property_name, value);
}
/**
* clutter_animatable_interpolate_value:
* @animatable: a #ClutterAnimatable
* @property_name: the name of the property to interpolate
* @interval: a #ClutterInterval with the animation range
* @progress: the progress to use to interpolate between the
* initial and final values of the @interval
* @value: (out): return location for an initialized #GValue
* using the same type of the @interval
*
* Asks a #ClutterAnimatable implementation to interpolate a
* a named property between the initial and final values of
* a #ClutterInterval, using @progress as the interpolation
* value, and store the result inside @value.
*
* This function should be used for every property animation
* involving `ClutterAnimatable`s.
*
* Return value: %TRUE if the interpolation was successful,
* and %FALSE otherwise
*/
gboolean
clutter_animatable_interpolate_value (ClutterAnimatable *animatable,
const gchar *property_name,
ClutterInterval *interval,
gdouble progress,
GValue *value)
{
ClutterAnimatableInterface *iface;
g_return_val_if_fail (CLUTTER_IS_ANIMATABLE (animatable), FALSE);
g_return_val_if_fail (property_name != NULL, FALSE);
g_return_val_if_fail (CLUTTER_IS_INTERVAL (interval), FALSE);
g_return_val_if_fail (value != NULL, FALSE);
CLUTTER_NOTE (ANIMATION, "Interpolating '%s' (progress: %.3f)",
property_name,
progress);
iface = CLUTTER_ANIMATABLE_GET_IFACE (animatable);
if (iface->interpolate_value != NULL)
{
return iface->interpolate_value (animatable, property_name,
interval,
progress,
value);
}
else
return clutter_interval_compute_value (interval, progress, value);
}
/**
* clutter_animatable_get_actor:
* @animatable: a #ClutterAnimatable
*
* Get animated actor.
*
* Return value: (transfer none): a #ClutterActor
*/
ClutterActor *
clutter_animatable_get_actor (ClutterAnimatable *animatable)
{
ClutterAnimatableInterface *iface;
g_return_val_if_fail (CLUTTER_IS_ANIMATABLE (animatable), NULL);
iface = CLUTTER_ANIMATABLE_GET_IFACE (animatable);
g_return_val_if_fail (iface->get_actor, NULL);
return iface->get_actor (animatable);
}