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|
/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Øyvind Kolås <pippin@linux.intel.com>
*
* 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/>.
*/
/**
* SECTION:clutter-state
* @short_description: State machine with animated transitions
*
* #ClutterState is an object controlling the tweening of properties on
* multiple actors between a set of named states. #ClutterStateKey<!-- -->s
* define how the properties are animated. If the source_state_name for a key
* is NULL it is used for transition to the target state unless a specific key
* exists for transitioning from the current state to the requested state.
*
* <example id="ClutterState-example">
* <title>A ClutterState example</title>
* <para>The following example defines a "base" and a "hover" state in a
* #ClutterState instance.</para>
* <programlisting>
* ClutterState *state = clutter_state_new ();
* ClutterColor color = { 0, };
*
* /* transition from any state to the "base" state */
* clutter_color_from_string (&color, "rgb(255, 0, 0)");
* clutter_state_set (state, NULL, "base",
* actor, "color", CLUTTER_LINEAR, &color,
* actor, "scale-x", CLUTTER_EASE_IN_BOUNCE, 1.0,
* actor, "scale-y", CLUTTER_EASE_IN_BOUNCE, 1.0,
* NULL);
*
* /* transition from the "base" state to the "hover" state */
* clutter_color_from_string (&color, "rgb(0, 0, 255)");
* clutter_state_set (state, "base", "hover",
* actor, "color", CLUTTER_LINEAR, &color,
* actor, "scale-x", CLUTTER_EASE_OUT_BOUNCE, 1.7,
* actor, "scale-y", CLUTTER_EASE_OUT_BOUNCE, 1.7,
* NULL);
*
* /* the default duration of any transition */
* clutter_state_set_duration (state, NULL, NULL, 500);
*
* /* set "base" as the initial state */
* clutter_state_warp_to_state (state, "base");
* </programlisting>
* <para>The actor then uses the #ClutterState to animate through the
* two states using callbacks for the #ClutterActor::enter-event and
* #ClutterActor::leave-event signals.</para>
* <programlisting>
* static gboolean
* on_enter (ClutterActor *actor,
* ClutterEvent *event,
* ClutterState *state)
* {
* clutter_state_set_state (state, "hover");
*
* return TRUE;
* }
*
* static gboolean
* on_leave (ClutterActor *actor,
* ClutterEvent *event,
* ClutterState *state)
* {
* clutter_state_set_state (state, "base");
*
* return TRUE;
* }
* </programlisting>
* </example>
*
* <refsect2 id="ClutterState-script">
* <title>ClutterState description for #ClutterScript</title>
* <para>#ClutterState defines a custom <emphasis>transitions</emphasis>
* property which allows describing the states.</para>
* <para>The <emphasis>transitions</emphasis> property has the following
* syntax:</para>
* <informalexample>
* <programlisting>
* {
* "transitions" : [
* {
* "source" : "<source-state>",
* "target" : "<target-state>",
* "duration" : <milliseconds>,
* "keys" : [
* [
* "<object-id>",
* "<property-name>",
* "<easing-mode>",
* "<final-value>",
* ],
* [
* "<object-id>",
* "<property-name>",
* "<easing-mode>",
* "<final-value>",
* <pre-delay>,
* <post-delay>
* ],
* ...
* ]
* },
* {
* "source" : "<source-state>",
* "target" : "<target-state>",
* "duration" : <milliseconds>,
* "animator" : "<animator-definition>"
* },
* ...
* ]
* }
* </programlisting>
* </informalexample>
* <para>Each element of the <emphasis>transitions</emphasis> array follows
* the same rules as clutter_state_set_key().</para>
* <para>The <emphasis>source</emphasis> and <emphasis>target</emphasis>
* values control the source and target state of the transition. The
* <emphasis>key</emphasis> and <emphasis>animator</emphasis> are mutually
* exclusive. The <emphasis>pre-delay</emphasis> and
* <emphasis>post-delay</emphasis> values are optional.</para>
* <example id="ClutterState-script-example">
* <title>ClutterState definition</title>
* <para>The example below is a translation into a #ClutterScript
* definition of the code in the <ulink linkend="ClutterState-example">example
* above</ulink>.</para>
* <programlisting>
* {
* "id" : "button-state",
* "type" : "ClutterState",
* "duration" : 500,
* "transitions" : [
* {
* "source" : "*",
* "target" : "base",
* "keys" : [
* [ "button", "color", "linear", "rgb(255, 0, 0)" ],
* [ "button", "scale-x", "easeInBounce", 1.0 ],
* [ "button", "scale-y", "easeInBounce", 1.0 ]
* ]
* },
* {
* "source" : "base",
* "target" : "hover",
* "keys" : [
* [ "button", "color", "linear", "rgb(0, 0, 255)" ],
* [ "button", "scale-x", "easeOutBounce", 1.7 ],
* [ "button", "scale-y", "easeOutBounce", 1.7 ]
* ]
* }
* ]
* }
* </programlisting>
* </example>
* </refsect2>
*
* #ClutterState is available since Clutter 1.4.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-state.h"
#include <gobject/gvaluecollector.h>
#include <string.h>
#include "clutter-alpha.h"
#include "clutter-animatable.h"
#include "clutter-animator.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"
typedef struct StateAnimator {
const gchar *source_state_name; /* interned string identifying entry */
ClutterAnimator *animator; /* pointer to animator itself */
} StateAnimator;
typedef struct State
{
const gchar *name; /* interned string for this state name */
GHashTable *durations; /* durations for transitions from various state
names */
GList *keys; /* list of all keys pertaining to transitions
from other states to this one */
GArray *animators; /* list of animators for transitioning from
* specific source states */
ClutterState *clutter_state; /* the ClutterState object this state belongs to
*/
} State;
struct _ClutterStatePrivate
{
GHashTable *states; /* contains state objects */
guint duration; /* global fallback duration */
ClutterTimeline *timeline; /* The timeline used for doing the
progress */
ClutterTimeline *slave_timeline; /* a slave timeline used to compute
alphas */
const gchar *source_state_name; /* current source state */
State *source_state; /* current source_state */
const gchar *target_state_name; /* current target state */
State *target_state; /* target state name */
ClutterAnimator *current_animator; /* !NULL if the current transition is
overriden by an animator */
};
#define SLAVE_TIMELINE_LENGTH 10000
/*
* ClutterStateKey:
*
* An opaque data structure with accessor functions.
*
*/
typedef struct _ClutterStateKey
{
GObject *object; /* an Gobject */
const gchar *property_name;/* the name of a property */
gulong mode; /* alpha to use */
GValue value; /* target value */
gdouble pre_delay; /* fraction of duration to delay before
starting */
gdouble pre_pre_delay;/* fraction of duration to add to
pre_delay. This is used to set keys
during transitions. */
gdouble post_delay; /* fraction of duration to be done in */
State *source_state; /* source state */
State *target_state; /* target state */
ClutterAlpha *alpha; /* The alpha this key uses for interpolation */
ClutterInterval *interval; /* The interval this key uses for
interpolation */
guint is_animatable : 1;
guint is_inert : 1; /* set if the key is being destroyed due to
weak reference */
gint ref_count; /* reference count for boxed life time */
} _ClutterStateKey;
enum
{
PROP_0,
PROP_DURATION,
PROP_STATE,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST];
enum
{
COMPLETED,
LAST_SIGNAL
};
static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
static guint state_signals[LAST_SIGNAL] = {0, };
#define CLUTTER_STATE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
CLUTTER_TYPE_STATE, \
ClutterStatePrivate))
G_DEFINE_TYPE_WITH_CODE (ClutterState, clutter_state, G_TYPE_OBJECT,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
clutter_scriptable_iface_init));
/**
* clutter_state_new:
*
* Creates a new #ClutterState
*
* Return value: the newly create #ClutterState instance
*/
ClutterState *
clutter_state_new (void)
{
return g_object_new (CLUTTER_TYPE_STATE, NULL);
}
static gint
sort_props_func (gconstpointer a,
gconstpointer b)
{
const ClutterStateKey *pa = a;
const ClutterStateKey *pb = b;
if (pa->object == pb->object)
{
gint propnamediff = pa->property_name-pb->property_name;
if (propnamediff == 0)
return pb->source_state - pa->source_state;
return propnamediff;
}
return pa->object - pb->object;
}
static State * clutter_state_fetch_state (ClutterState *state,
const gchar *state_name,
gboolean force_creation);
static void object_disappeared (gpointer data,
GObject *where_the_object_was);
static ClutterStateKey *
clutter_state_key_new (State *state,
GObject *object,
const gchar *property_name,
GParamSpec *pspec,
guint mode)
{
ClutterStatePrivate *priv = state->clutter_state->priv;
ClutterStateKey *state_key;
GValue value = { 0, };
state_key = g_slice_new0 (ClutterStateKey);
state_key->target_state = state;
state_key->object = object;
state_key->property_name = g_intern_string (property_name);
state_key->mode = mode;
state_key->is_animatable = CLUTTER_IS_ANIMATABLE (object);
state_key->alpha = clutter_alpha_new ();
g_object_ref_sink (state_key->alpha);
clutter_alpha_set_mode (state_key->alpha, mode);
clutter_alpha_set_timeline (state_key->alpha, priv->slave_timeline);
state_key->interval =
g_object_new (CLUTTER_TYPE_INTERVAL,
"value-type", G_PARAM_SPEC_VALUE_TYPE (pspec),
NULL);
g_object_ref_sink (state_key->interval);
g_value_init (&value, G_PARAM_SPEC_VALUE_TYPE (pspec));
clutter_interval_set_initial_value (state_key->interval, &value);
clutter_interval_set_final_value (state_key->interval, &value);
g_value_unset (&value);
g_object_weak_ref (object, object_disappeared,
state_key->target_state->clutter_state);
return state_key;
}
static void
clutter_state_key_free (gpointer clutter_state_key)
{
ClutterStateKey *key = clutter_state_key;
if (key == NULL)
return;
key->ref_count -= 1;
if (key->ref_count > 0)
return;
if (!key->is_inert)
{
g_object_weak_unref (key->object,
object_disappeared,
key->target_state->clutter_state);
}
g_value_unset (&key->value);
g_object_unref (key->alpha);
g_object_unref (key->interval);
g_slice_free (ClutterStateKey, key);
}
static inline void
clutter_state_remove_key_internal (ClutterState *this,
const gchar *source_state_name,
const gchar *target_state_name,
GObject *object,
const gchar *property_name,
gboolean is_inert)
{
GList *s, *state_list;
State *source_state = NULL;
source_state_name = g_intern_string (source_state_name);
target_state_name = g_intern_string (target_state_name);
property_name = g_intern_string (property_name);
if (source_state_name)
source_state = clutter_state_fetch_state (this, source_state_name, FALSE);
again_from_start:
if (target_state_name != NULL)
state_list = g_list_append (NULL, (gpointer) target_state_name);
else
state_list = clutter_state_get_states (this);
for (s = state_list; s != NULL; s = s->next)
{
State *target_state;
target_state = clutter_state_fetch_state (this, s->data, FALSE);
/* Go through each TargetState */
if (target_state)
{
GList *k;
again_for_target_state:
for (k = target_state->keys; k != NULL; k = k->next)
{
ClutterStateKey *key = k->data;
/* Check if each key matches query */
if ( (object == NULL || (object == key->object))
&& (source_state == NULL || (source_state == key->source_state))
&& (property_name == NULL || ((property_name == key->property_name))))
{
/* Remove matching key */
target_state->keys = g_list_remove (target_state->keys, key);
key->is_inert = is_inert;
clutter_state_key_free (key);
/* no more keys with transitions to this target_state*/
if (target_state->keys == NULL)
{
/* If this state is the current state, unset the state */
if (target_state == this->priv->target_state)
clutter_state_set_state (this, NULL);
/* remove any keys that exist that uses this state as a source */
clutter_state_remove_key (this, s->data, NULL, NULL, NULL);
g_hash_table_remove (this->priv->states, s->data);
goto again_from_start; /* we have just freed State *target_state, so
need to restart removal */
}
goto again_for_target_state;
}
}
}
}
g_list_free (state_list);
}
static void
object_disappeared (gpointer data,
GObject *where_the_object_was)
{
clutter_state_remove_key_internal (data, NULL, NULL,
(gpointer) where_the_object_was,
NULL,
TRUE);
}
static void
state_free (gpointer data)
{
State *state = data;
for (; state->keys;
state->keys = g_list_remove (state->keys, state->keys->data))
clutter_state_key_free (state->keys->data);
g_array_free (state->animators, TRUE);
g_hash_table_destroy (state->durations);
g_free (state);
}
static State *
state_new (ClutterState *clutter_state,
const gchar *name)
{
State *state;
state = g_new0 (State, 1);
state->clutter_state = clutter_state;
state->name = name;
state->animators = g_array_new (TRUE, TRUE, sizeof (StateAnimator));
state->durations = g_hash_table_new (g_direct_hash, g_direct_equal);
return state;
}
static void
clutter_state_finalize (GObject *object)
{
ClutterStatePrivate *priv = CLUTTER_STATE (object)->priv;
g_hash_table_destroy (priv->states);
g_object_unref (priv->timeline);
g_object_unref (priv->slave_timeline);
G_OBJECT_CLASS (clutter_state_parent_class)->finalize (object);
}
static void
clutter_state_completed (ClutterTimeline *timeline,
ClutterState *state)
{
ClutterStatePrivate *priv = state->priv;
if (priv->current_animator)
{
clutter_animator_set_timeline (priv->current_animator, NULL);
priv->current_animator = NULL;
}
g_signal_emit (state, state_signals[COMPLETED], 0);
}
static void
clutter_state_new_frame (ClutterTimeline *timeline,
gint msecs,
ClutterState *state)
{
ClutterStatePrivate *priv = state->priv;
GList *k;
gdouble progress;
const gchar *curprop = NULL;
GObject *curobj = NULL;
gboolean found_specific = FALSE;
if (priv->current_animator)
return;
progress = clutter_timeline_get_progress (timeline);
for (k = priv->target_state->keys; k; k = k->next)
{
ClutterStateKey *key = k->data;
gdouble sub_progress;
if ((curprop && !(curprop == key->property_name)) ||
key->object != curobj)
{
curprop = key->property_name;
curobj = key->object;
found_specific = FALSE;
}
if (!found_specific)
{
if (key->source_state != NULL &&
key->source_state->name != NULL &&
priv->source_state_name != NULL &&
g_str_equal (priv->source_state_name, key->source_state->name))
{
found_specific = TRUE;
}
if (found_specific || key->source_state == NULL)
{
gdouble pre_delay = key->pre_delay + key->pre_pre_delay;
sub_progress = (progress - pre_delay)
/ (1.0 - (pre_delay + key->post_delay));
if (sub_progress >= 0.0)
{
if (sub_progress >= 1.0)
sub_progress = 1.0;
clutter_timeline_advance (priv->slave_timeline,
sub_progress * SLAVE_TIMELINE_LENGTH);
sub_progress = clutter_alpha_get_alpha (key->alpha);
if (key->is_animatable)
{
ClutterAnimatable *animatable;
GValue value = { 0, };
gboolean res;
animatable = CLUTTER_ANIMATABLE (key->object);
g_value_init (&value, clutter_state_key_get_property_type (key));
res =
clutter_animatable_interpolate_value (animatable,
key->property_name,
key->interval,
sub_progress,
&value);
if (res)
clutter_animatable_set_final_state (animatable,
key->property_name,
&value);
g_value_unset (&value);
}
else
{
const GValue *value;
value = clutter_interval_compute (key->interval, sub_progress);
if (value != NULL)
g_object_set_property (key->object, key->property_name, value);
}
}
/* XXX: should the target value of the default destination be
* used even when found a specific source_state key?
*/
}
}
}
}
static ClutterTimeline *
clutter_state_change (ClutterState *state,
const gchar *target_state_name,
gboolean animate)
{
ClutterStatePrivate *priv;
ClutterAnimator *animator;
State *new_state;
guint duration;
GList *k;
g_return_val_if_fail (CLUTTER_IS_STATE (state), NULL);
priv = state->priv;
/* If we've been asked to change state to NULL, reset the
* ClutterState to its initial state, but leave the keys
* alone.
*/
if (!target_state_name)
{
if (!priv->target_state)
return NULL;
priv->source_state_name = priv->target_state_name = NULL;
priv->source_state = priv->target_state = NULL;
clutter_timeline_stop (priv->timeline);
clutter_timeline_rewind (priv->timeline);
if (priv->current_animator)
{
clutter_animator_set_timeline (priv->current_animator, NULL);
priv->current_animator = NULL;
}
return NULL;
}
target_state_name = g_intern_string (target_state_name);
if (target_state_name == priv->target_state_name)
{
/* Avoid transitioning if the desired state is already current,
* unless we're warping to it and the state transition is in
* progress (in that case, immediately warp to the state).
*/
if (!clutter_timeline_is_playing (priv->timeline) || animate)
return priv->timeline;
}
if (priv->current_animator != NULL)
{
clutter_animator_set_timeline (priv->current_animator, NULL);
priv->current_animator = NULL;
}
priv->source_state_name = priv->target_state_name;
priv->target_state_name = target_state_name;
g_object_notify_by_pspec (G_OBJECT (state), obj_props[PROP_STATE]);
duration = clutter_state_get_duration (state,
priv->source_state_name,
priv->target_state_name);
clutter_timeline_set_duration (priv->timeline, duration);
new_state = clutter_state_fetch_state (state, target_state_name, FALSE);
if (new_state == NULL)
{
g_warning ("State '%s' not found", target_state_name);
return NULL;
}
animator = clutter_state_get_animator (state,
priv->source_state_name,
priv->target_state_name);
priv->target_state = new_state;
if (animator == NULL && new_state->keys == NULL)
animator = clutter_state_get_animator (state, NULL,
priv->target_state_name);
if (animator != NULL)
{
/* we've got an animator overriding the tweened animation */
priv->current_animator = animator;
clutter_animator_set_timeline (animator, priv->timeline);
}
else
{
for (k = new_state->keys; k != NULL; k = k->next)
{
ClutterStateKey *key = k->data;
GValue initial = { 0, };
/* Reset the pre-pre-delay - this is only used for setting keys
* during transitions.
*/
key->pre_pre_delay = 0;
g_value_init (&initial, clutter_interval_get_value_type (key->interval));
if (key->is_animatable)
{
ClutterAnimatable *animatable;
animatable = CLUTTER_ANIMATABLE (key->object);
clutter_animatable_get_initial_state (animatable,
key->property_name,
&initial);
}
else
g_object_get_property (key->object, key->property_name, &initial);
if (clutter_alpha_get_mode (key->alpha) != key->mode)
clutter_alpha_set_mode (key->alpha, key->mode);
clutter_interval_set_initial_value (key->interval, &initial);
clutter_interval_set_final_value (key->interval, &key->value);
g_value_unset (&initial);
}
}
if (!animate)
{
clutter_timeline_stop (priv->timeline);
clutter_timeline_advance (priv->timeline, duration);
/* emit signals, to change properties, and indicate that the
* state change is complete */
g_signal_emit_by_name (priv->timeline, "new-frame",
GINT_TO_POINTER (duration),
NULL);
g_signal_emit_by_name (priv->timeline, "completed", NULL);
}
else
{
clutter_timeline_stop (priv->timeline);
clutter_timeline_rewind (priv->timeline);
clutter_timeline_start (priv->timeline);
}
return priv->timeline;
}
/**
* clutter_state_set_state:
* @state: a #ClutterState
* @target_state_name: the state to transition to
*
* Change the current state of #ClutterState to @target_state_name.
*
* The state will animate during its transition, see
* #clutter_state_warp_to_state for animation-free state switching.
*
* Setting a %NULL state will stop the current animation and unset
* the current state, but keys will be left intact.
*
* Return value: (transfer none): the #ClutterTimeline that drives the
* state transition. The returned timeline is owned by the #ClutterState
* and it should not be unreferenced
*
* Since: 1.4
*/
ClutterTimeline *
clutter_state_set_state (ClutterState *state,
const gchar *target_state_name)
{
return clutter_state_change (state, target_state_name, TRUE);
}
/**
* clutter_state_warp_to_state:
* @state: a #ClutterState
* @target_state_name: the state to transition to
*
* Change to the specified target state immediately with no animation.
*
* See clutter_state_set_state().
*
* Return value: (transfer none): the #ClutterTimeline that drives the
* state transition. The returned timeline is owned by the #ClutterState
* and it should not be unreferenced
*
* Since: 1.4
*/
ClutterTimeline *
clutter_state_warp_to_state (ClutterState *state,
const gchar *target_state_name)
{
return clutter_state_change (state, target_state_name, FALSE);
}
static GParamSpec *
get_property_from_object (GObject *gobject,
const gchar *property_name)
{
GParamSpec *pspec;
if (CLUTTER_IS_ANIMATABLE (gobject))
{
ClutterAnimatable *animatable = CLUTTER_ANIMATABLE (gobject);
pspec = clutter_animatable_find_property (animatable, property_name);
}
else
{
GObjectClass *klass = G_OBJECT_GET_CLASS (gobject);
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_OBJECT_TYPE_NAME (gobject));
return NULL;
}
if (!(pspec->flags & G_PARAM_WRITABLE))
{
g_warning ("Cannot bind property '%s' of object of type '%s': "
"the property is not writable",
property_name,
G_OBJECT_TYPE_NAME (gobject));
return NULL;
}
if (!(pspec->flags & G_PARAM_READABLE))
{
g_warning ("Cannot bind property '%s' of object of type '%s': "
"the property is not readable",
property_name,
G_OBJECT_TYPE_NAME (gobject));
return NULL;
}
if (pspec->flags & G_PARAM_CONSTRUCT_ONLY)
{
g_warning ("Cannot bind property '%s' of object of type '%s': "
"the property is set as constructor-only",
property_name,
G_OBJECT_TYPE_NAME (gobject));
return NULL;
}
return pspec;
}
/**
* clutter_state_set:
* @state: a #ClutterState instance.
* @source_state_name: (allow-none): the name of the source state keys are being added for
* @target_state_name: the name of the target state keys are being added for
* @first_object: a #GObject
* @first_property_name: a property of @first_object to specify a key for
* @first_mode: the id of the alpha function to use
* @...: the value @first_property_name should have in @target_state_name,
* followed by object, property name, mode, value tuples, terminated
* by %NULL
*
* Adds multiple keys to a named state of a #ClutterState instance, specifying
* the easing mode and value a given property of an object should have at a
* given progress of the animation.
*
* The mode specified is the easing mode used when going to from the previous
* key to the specified key.
*
* For instance, the code below:
*
* |[
* clutter_state_set (state, NULL, "hover",
* button, "opacity", CLUTTER_LINEAR, 255,
* button, "scale-x", CLUTTER_EASE_OUT_CUBIC, 1.2,
* button, "scale-y", CLUTTER_EASE_OUT_CUBIC, 1.2,
* NULL);
* ]|
*
* will create a transition from any state (a @source_state_name or NULL is
* treated as a wildcard) and a state named "hover"; the
* <emphasis>button</emphasis> object will have the #ClutterActor:opacity
* property animated to a value of 255 using %CLUTTER_LINEAR as the animation
* mode, and the #ClutterActor:scale-x and #ClutterActor:scale-y properties
* animated to a value of 1.2 using %CLUTTER_EASE_OUT_CUBIC as the animation
* mode. To change the state (and start the transition) you can use the
* clutter_state_set_state() function:
*
* |[
* clutter_state_set_state (state, "hover");
* ]|
*
* If a given object, state_name, property tuple already exist in the
* #ClutterState instance, then the mode and value will be replaced with
* the new specified values.
*
* If a property name is prefixed with "delayed::" two additional
* arguments per key are expected: a value relative to the full state time
* to pause before transitioning and a similar value to pause after
* transitioning, e.g.:
*
* |[
* clutter_state_set (state, "hover", "toggled",
* button, "delayed::scale-x", CLUTTER_LINEAR, 1.0, 0.2, 0.2,
* button, "delayed::scale-y", CLUTTER_LINEAR, 1.0, 0.2, 0.2,
* NULL);
* ]|
*
* will pause for 20% of the duration of the transition before animating,
* and 20% of the duration after animating.
*
* Since: 1.4
*/
void
clutter_state_set (ClutterState *state,
const gchar *source_state_name,
const gchar *target_state_name,
gpointer first_object,
const gchar *first_property_name,
gulong first_mode,
...)
{
gpointer object;
const gchar *property_name;
gulong mode;
va_list args;
g_return_if_fail (CLUTTER_IS_STATE (state));
object = first_object;
property_name = first_property_name;
mode = first_mode;
va_start (args, first_mode);
g_return_if_fail (G_IS_OBJECT (first_object));
g_return_if_fail (first_property_name);
while (object != NULL)
{
GParamSpec *pspec;
GValue value = { 0, };
gchar *error = NULL;
gboolean is_delayed = FALSE;
if (g_str_has_prefix (property_name, "delayed::"))
{
property_name = strstr (property_name, "::") + 2;
is_delayed = TRUE;
}
pspec = get_property_from_object (object, property_name);
if (pspec == NULL)
break;
G_VALUE_COLLECT_INIT (&value, G_PARAM_SPEC_VALUE_TYPE (pspec),
args, 0,
&error);
if (error != NULL)
{
g_warning ("%s: %s", G_STRLOC, error);
g_free (error);
break;
}
if (is_delayed)
{
gdouble pre_delay = va_arg (args, gdouble);
gdouble post_delay = va_arg (args, gdouble);
clutter_state_set_key (state,
source_state_name,
target_state_name,
object,
property_name,
mode,
&value,
pre_delay,
post_delay);
}
else
{
clutter_state_set_key (state,
source_state_name,
target_state_name,
object,
property_name,
mode,
&value,
0.0,
0.0);
}
g_value_unset (&value);
object = va_arg (args, gpointer);
if (object != NULL)
{
property_name = va_arg (args, gchar*);
mode = va_arg (args, gulong);
}
}
va_end (args);
}
static void
clutter_state_set_key_internal (ClutterState *state,
ClutterStateKey *key)
{
ClutterStatePrivate *priv = state->priv;
State *target_state = key->target_state;
GList *old_item = NULL;
if ((old_item = g_list_find_custom (target_state->keys,
key,
sort_props_func)))
{
ClutterStateKey *old_key = old_item->data;
target_state->keys = g_list_remove (target_state->keys, old_key);
clutter_state_key_free (old_key);
}
target_state->keys = g_list_insert_sorted (target_state->keys,
key,
sort_props_func);
/* If the current target state is modified, we have some work to do.
*
* If the animation is running, we add a key to the current animation
* with a delay of the current duration so that the new animation will
* animate into place.
*
* If the animation isn't running, but the state is set, we immediately
* warp to that state.
*/
if (key->target_state == priv->target_state)
{
if (!clutter_timeline_is_playing (priv->timeline))
{
/* We can warp to the state by setting a NULL state, then setting
* the target state again.
*/
clutter_state_change (state, NULL, FALSE);
clutter_state_change (state, target_state->name, FALSE);
}
else
{
/* Set the ClutterInterval associated with the state */
GValue initial = { 0, };
gdouble progress = clutter_timeline_get_progress (priv->timeline);
g_value_init (&initial,
clutter_interval_get_value_type (key->interval));
if (key->is_animatable)
{
ClutterAnimatable *animatable;
animatable = CLUTTER_ANIMATABLE (key->object);
clutter_animatable_get_initial_state (animatable,
key->property_name,
&initial);
}
else
g_object_get_property (key->object, key->property_name, &initial);
if (clutter_alpha_get_mode (key->alpha) != key->mode)
clutter_alpha_set_mode (key->alpha, key->mode);
clutter_interval_set_initial_value (key->interval, &initial);
clutter_interval_set_final_value (key->interval, &key->value);
g_value_unset (&initial);
/* Set the delay as if the interval had just begun */
if (progress > key->pre_delay)
key->pre_pre_delay = MIN (progress - key->pre_delay,
1.0 - key->post_delay);
}
}
}
/*
* clutter_state_fetch_state:
* @state: a #ClutterState
* @state_name: the name of the state to be retrieved
* @create: %TRUE if the state should be instantiated if not found
*
* Retrieves the #State structure for @state_name inside the given
* #ClutterState instance
*
* If @state_name is %NULL and @create is %TRUE then NULL will
* be returned.
*
* Return value: a #State structure for the given name, or %NULL
*/
static State *
clutter_state_fetch_state (ClutterState *state,
const gchar *state_name,
gboolean create)
{
ClutterStatePrivate *priv = state->priv;
State *retval;
if (state_name == NULL)
{
return NULL;
}
else
state_name = g_intern_string (state_name);
retval = g_hash_table_lookup (priv->states, state_name);
if (retval == NULL && create)
{
retval = state_new (state, state_name);
g_hash_table_insert (priv->states, (gpointer) state_name, retval);
}
return retval;
}
/**
* clutter_state_set_key:
* @state: a #ClutterState instance.
* @source_state_name: the source transition to specify transition for or NULL
* to specify the default fallback when a more specific source_state doesn't
* exist.
* @target_state_name: the name of the transition to set a key value for.
* @object: the #GObject to set a key for
* @property_name: the property to set a key for
* @mode: the id of the alpha function to use
* @value: the value for property_name of object in state_name
* @pre_delay: relative time of the transition to be idle in the beginning
* of the transition
* @post_delay: relative time of the transition to be idle in the end of
* the transition
*
* Sets one specific end key for a state_name, object, property_name
* combination.
*
* Return value: (transfer none): the #ClutterState instance, allowing
* chaining of multiple calls
*
* Since: 1.4
*/
ClutterState *
clutter_state_set_key (ClutterState *state,
const gchar *source_state_name,
const gchar *target_state_name,
GObject *object,
const gchar *property_name,
guint mode,
const GValue *value,
gdouble pre_delay,
gdouble post_delay)
{
GParamSpec *pspec;
ClutterStateKey *state_key;
State *source_state = NULL;
State *target_state;
g_return_val_if_fail (CLUTTER_IS_STATE (state), NULL);
g_return_val_if_fail (G_IS_OBJECT (object), NULL);
g_return_val_if_fail (property_name, NULL);
g_return_val_if_fail (value, NULL);
pspec = get_property_from_object (object, property_name);
if (pspec == NULL)
return state;
source_state = clutter_state_fetch_state (state, source_state_name, TRUE);
target_state = clutter_state_fetch_state (state, target_state_name, TRUE);
property_name = g_intern_string (property_name);
state_key = clutter_state_key_new (target_state,
object, property_name, pspec,
mode);
state_key->source_state = source_state;
state_key->pre_delay = pre_delay;
state_key->post_delay = post_delay;
g_value_init (&state_key->value, G_VALUE_TYPE (value));
g_value_copy (value, &state_key->value);
clutter_state_set_key_internal (state, state_key);
return state;
}
/**
* clutter_state_get_states:
* @state: a #ClutterState instance.
*
* Gets a list of all the state names managed by this #ClutterState.
*
* Return value: (transfer container) (element-type utf8): a newly allocated
* #GList of state names. The contents of the returned #GList are owned
* by the #ClutterState and should not be modified or freed. Use
* g_list_free() to free the resources allocated by the returned list when
* done using it
*
* Since: 1.4
*/
GList *
clutter_state_get_states (ClutterState *state)
{
g_return_val_if_fail (CLUTTER_IS_STATE (state), NULL);
return g_hash_table_get_keys (state->priv->states);
}
/**
* clutter_state_get_keys:
* @state: a #ClutterState instance.
* @source_state_name: (allow-none): the source transition name to query,
* or %NULL for all source states
* @target_state_name: (allow-none): the target transition name to query,
* or %NULL for all target states
* @object: (allow-none): the specific object instance to list keys for,
* or %NULL for all managed objects
* @property_name: (allow-none): the property name to search for, or %NULL
* for all properties.
*
* Returns a list of pointers to opaque structures with accessor functions
* that describe the keys added to an animator.
*
* Return value: (transfer container) (element-type Clutter.StateKey): a
* newly allocated #GList of #ClutterStateKey<!-- -->s. The contents of
* the returned list are owned by the #ClutterState and should not be
* modified or freed. Use g_list_free() to free the resources allocated
* by the returned list when done using it
*
* Since: 1.4
*/
GList *
clutter_state_get_keys (ClutterState *state,
const gchar *source_state_name,
const gchar *target_state_name,
GObject *object,
const gchar *property_name)
{
GList *s, *state_list;
GList *targets = NULL;
State *source_state = NULL;
g_return_val_if_fail (CLUTTER_IS_STATE (state), NULL);
source_state_name = g_intern_string (source_state_name);
target_state_name = g_intern_string (target_state_name);
property_name = g_intern_string (property_name);
if (target_state_name != NULL)
state_list = g_list_append (NULL, (gpointer) target_state_name);
else
state_list = clutter_state_get_states (state);
if (source_state_name)
source_state = clutter_state_fetch_state (state, source_state_name, FALSE);
for (s = state_list; s != NULL; s = s->next)
{
State *target_state;
target_state = clutter_state_fetch_state (state, s->data, FALSE);
if (target_state != NULL)
{
GList *k;
for (k = target_state->keys; k; k = k->next)
{
ClutterStateKey *key = k->data;
if ((object == NULL || (object == key->object)) &&
(source_state_name == NULL ||
source_state == key->source_state) &&
(property_name == NULL ||
(property_name == key->property_name)))
{
targets = g_list_prepend (targets, key);
}
}
}
}
g_list_free (state_list);
return g_list_reverse (targets);
}
/**
* clutter_state_remove_key:
* @state: a #ClutterState instance.
* @source_state_name: (allow-none): the source state name to query,
* or %NULL for all source states
* @target_state_name: (allow-none): the target state name to query,
* or %NULL for all target states
* @object: (allow-none): the specific object instance to list keys for,
* or %NULL for all managed objects
* @property_name: (allow-none): the property name to search for,
* or %NULL for all properties.
*
* Removes all keys matching the search criteria passed in arguments.
*
* Since: 1.4
*/
void
clutter_state_remove_key (ClutterState *state,
const gchar *source_state_name,
const gchar *target_state_name,
GObject *object,
const gchar *property_name)
{
g_return_if_fail (CLUTTER_IS_STATE (state));
clutter_state_remove_key_internal (state,
source_state_name, target_state_name,
object, property_name,
FALSE);
}
/**
* clutter_state_get_timeline:
* @state: a #ClutterState
*
* Gets the timeline driving the #ClutterState
*
* Return value: (transfer none): the #ClutterTimeline that drives
* the state change animations. The returned timeline is owned
* by the #ClutterState and it should not be unreferenced directly
*
* Since: 1.4
*/
ClutterTimeline *
clutter_state_get_timeline (ClutterState *state)
{
g_return_val_if_fail (CLUTTER_IS_STATE (state), NULL);
return state->priv->timeline;
}
static void
clutter_state_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterState *state = CLUTTER_STATE (object);
switch (prop_id)
{
case PROP_STATE:
clutter_state_set_state (state, g_value_get_string (value));
break;
case PROP_DURATION:
state->priv->duration = g_value_get_uint (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
}
}
static void
clutter_state_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterState *state = CLUTTER_STATE (object);
switch (prop_id)
{
case PROP_STATE:
g_value_set_string (value,
clutter_state_get_state (state));
break;
case PROP_DURATION:
g_value_set_uint (value, state->priv->duration);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
}
}
static void
clutter_state_class_init (ClutterStateClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
GParamSpec *pspec;
g_type_class_add_private (klass, sizeof (ClutterStatePrivate));
gobject_class->finalize = clutter_state_finalize;
gobject_class->set_property = clutter_state_set_property;
gobject_class->get_property = clutter_state_get_property;
/**
* ClutterState::completed:
* @state: the #ClutterState that emitted the signal
*
* The ::completed signal is emitted when a #ClutterState reaches
* the target state specified by clutter_state_set_state() or
* clutter_state_warp_to_state().
*
* Since: 1.4
*/
state_signals[COMPLETED] =
g_signal_new (I_("completed"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterStateClass, completed),
NULL, NULL,
_clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterState:state:
*
* The currently set target state, setting it causes the
* state machine to transition to the new state, use
* clutter_state_warp_to_state() to change state without
* a transition.
*/
pspec = g_param_spec_string ("state",
P_("State"),
P_("Currently set state, (transition to this state might not be complete)"),
NULL,
CLUTTER_PARAM_READWRITE);
obj_props[PROP_STATE] = pspec;
g_object_class_install_property (gobject_class, PROP_STATE, pspec);
/**
* ClutterState:duration:
*
* Default duration used if an duration has not been specified for a specific
* source/target state pair. The values is in milliseconds.
*/
pspec = g_param_spec_uint ("duration",
P_("Duration"),
P_("Default transition duration"),
0, 86400000, 1000,
CLUTTER_PARAM_READWRITE);
obj_props[PROP_DURATION] = pspec;
g_object_class_install_property (gobject_class, PROP_DURATION, pspec);
}
static void
clutter_state_init (ClutterState *self)
{
ClutterStatePrivate *priv;
priv = self->priv = CLUTTER_STATE_GET_PRIVATE (self);
priv->states = g_hash_table_new_full (g_direct_hash, g_direct_equal,
NULL,
state_free);
self->priv->source_state_name = NULL;
self->priv->target_state_name = NULL;
self->priv->duration = 1000;
priv->timeline = clutter_timeline_new (1000);
g_signal_connect (priv->timeline, "new-frame",
G_CALLBACK (clutter_state_new_frame),
self);
g_signal_connect (priv->timeline, "completed",
G_CALLBACK (clutter_state_completed),
self);
priv->slave_timeline = clutter_timeline_new (SLAVE_TIMELINE_LENGTH);
}
/**
* clutter_state_get_animator:
* @state: a #ClutterState instance.
* @source_state_name: the name of a source state
* @target_state_name: the name of a target state
*
* Retrieves the #ClutterAnimator that is being used for transitioning
* between the two states, if any has been set
*
* Return value: (transfer none): a #ClutterAnimator instance, or %NULL
*
* Since: 1.4
*/
ClutterAnimator *
clutter_state_get_animator (ClutterState *state,
const gchar *source_state_name,
const gchar *target_state_name)
{
State *target_state;
StateAnimator *animators;
gint i;
g_return_val_if_fail (CLUTTER_IS_STATE (state), NULL);
source_state_name = g_intern_string (source_state_name);
if (source_state_name == g_intern_static_string (""))
source_state_name = NULL;
target_state_name = g_intern_string (target_state_name);
target_state = clutter_state_fetch_state (state, target_state_name, FALSE);
if (target_state == NULL)
return NULL;
animators = (StateAnimator*)target_state->animators->data;
for (i = 0; animators[i].animator; i++)
{
if (animators[i].source_state_name == source_state_name)
return animators[i].animator;
}
return NULL;
}
/**
* clutter_state_set_animator:
* @state: a #ClutterState instance.
* @source_state_name: the name of a source state
* @target_state_name: the name of a target state
* @animator: (allow-none): a #ClutterAnimator instance, or %NULL to
* unset an existing #ClutterAnimator
*
* Specifies a #ClutterAnimator to be used when transitioning between
* the two named states.
*
* The @animator allows specifying a transition between the state that is
* more elaborate than the basic transitions allowed by the tweening of
* properties defined in the #ClutterState keys.
*
* If @animator is %NULL it will unset an existing animator.
*
* #ClutterState will take a reference on the passed @animator, if any
*
* Since: 1.4
*/
void
clutter_state_set_animator (ClutterState *state,
const gchar *source_state_name,
const gchar *target_state_name,
ClutterAnimator *animator)
{
State *target_state;
StateAnimator *animators;
gint i;
g_return_if_fail (CLUTTER_IS_STATE (state));
source_state_name = g_intern_string (source_state_name);
target_state_name = g_intern_string (target_state_name);
target_state = clutter_state_fetch_state (state, target_state_name, TRUE);
if (target_state == NULL)
return;
animators = (StateAnimator *) target_state->animators->data;
for (i = 0; animators[i].animator; i++)
{
if (animators[i].source_state_name == source_state_name)
{
g_object_unref (animators[i].animator);
if (animator != NULL)
animators[i].animator = g_object_ref (animator);
else
{
/* remove the matched animator if passed NULL */
g_array_remove_index (target_state->animators, i);
}
return;
}
}
if (animator != NULL)
{
StateAnimator state_animator = {
source_state_name,
g_object_ref (animator)
};
g_array_append_val (target_state->animators, state_animator);
}
}
static gpointer
clutter_state_key_copy (gpointer boxed)
{
if (boxed != NULL)
{
ClutterStateKey *key = boxed;
key->ref_count += 1;
}
return boxed;
}
G_DEFINE_BOXED_TYPE (ClutterStateKey, clutter_state_key,
clutter_state_key_copy,
clutter_state_key_free);
/**
* clutter_state_key_get_pre_delay:
* @state_key: a #ClutterStateKey
*
* Retrieves the pause before transitioning starts as a fraction of
* the total transition time.
*
* Return value: the pre delay used before starting the transition.
*
* Since: 1.4
*/
gdouble
clutter_state_key_get_pre_delay (const ClutterStateKey *state_key)
{
g_return_val_if_fail (state_key != NULL, 0.0);
return state_key->pre_delay;
}
/**
* clutter_state_key_get_post_delay:
* @state_key: a #ClutterStateKey
*
* Retrieves the duration of the pause after transitioning is complete
* as a fraction of the total transition time.
*
* Return value: the post delay, used after doing the transition.
*
* Since: 1.4
*/
gdouble
clutter_state_key_get_post_delay (const ClutterStateKey *state_key)
{
g_return_val_if_fail (state_key != NULL, 0.0);
return state_key->post_delay;
}
/**
* clutter_state_key_get_mode:
* @state_key: a #ClutterStateKey
*
* Retrieves the easing mode used for @state_key.
*
* Return value: the mode of a #ClutterStateKey
*
* Since: 1.4
*/
gulong
clutter_state_key_get_mode (const ClutterStateKey *state_key)
{
g_return_val_if_fail (state_key != NULL, 0);
return state_key->mode;
}
/**
* clutter_state_key_get_value:
* @state_key: a #ClutterStateKey
* @value: a #GValue initialized with the correct type for the @state_key
*
* Retrieves a copy of the value for a #ClutterStateKey.
*
* The #GValue needs to be already initialized for the value type
* of the property or to a type that allow transformation from the value
* type of the key.
*
* Use g_value_unset() when done.
*
* Return value: %TRUE if the value was successfully retrieved,
* and %FALSE otherwise
*
* Since: 1.4
*/
gboolean
clutter_state_key_get_value (const ClutterStateKey *state_key,
GValue *value)
{
g_return_val_if_fail (state_key != NULL, FALSE);
g_return_val_if_fail (value != NULL, FALSE);
g_return_val_if_fail (G_VALUE_TYPE (value) != G_TYPE_INVALID, FALSE);
if (!g_type_is_a (G_VALUE_TYPE (&state_key->value), G_VALUE_TYPE (value)))
{
if (g_value_type_compatible (G_VALUE_TYPE (&state_key->value),
G_VALUE_TYPE (value)))
{
g_value_copy (&state_key->value, value);
return TRUE;
}
if (g_value_type_transformable (G_VALUE_TYPE (&state_key->value),
G_VALUE_TYPE (value)))
{
if (g_value_transform (&state_key->value, value))
return TRUE;
}
g_warning ("%s: Unable to convert from %s to %s for the "
"property '%s' of object %s in the state key",
G_STRLOC,
g_type_name (G_VALUE_TYPE (&state_key->value)),
g_type_name (G_VALUE_TYPE (value)),
state_key->property_name,
G_OBJECT_TYPE_NAME (state_key->object));
return FALSE;
}
else
g_value_copy (&state_key->value, value);
return TRUE;
}
/**
* clutter_state_key_get_object:
* @state_key: a #ClutterStateKey
*
* Retrieves the object instance this #ClutterStateKey applies to.
*
* Return value: (transfer none): the object this state key applies to.
*
* Since: 1.4
*/
GObject *
clutter_state_key_get_object (const ClutterStateKey *state_key)
{
g_return_val_if_fail (state_key, NULL);
return state_key->object;
}
/**
* clutter_state_key_get_property_name:
* @state_key: a #ClutterStateKey
*
* Retrieves the name of the property this #ClutterStateKey applies to
*
* Return value: the name of the property. The returned string is owned
* by the #ClutterStateKey and should never be modified or freed
*
* Since: 1.4
*/
const gchar *
clutter_state_key_get_property_name (const ClutterStateKey *state_key)
{
g_return_val_if_fail (state_key, NULL);
return state_key->property_name;
}
/**
* clutter_state_key_get_source_state_name:
* @state_key: a #ClutterStateKey
*
* Retrieves the name of the source state of the @state_key
*
* Return value: the name of the source state for this key, or %NULL
* if this is the generic state key for the given property when
* transitioning to the target state. The returned string is owned
* by the #ClutterStateKey and should never be modified or freed
*
* Since: 1.4
*/
const gchar *
clutter_state_key_get_source_state_name (const ClutterStateKey *state_key)
{
g_return_val_if_fail (state_key, NULL);
if (state_key->source_state != NULL)
return state_key->source_state->name;
return NULL;
}
/**
* clutter_state_key_get_target_state_name:
* @state_key: a #ClutterStateKey
*
* Get the name of the source state this #ClutterStateKey contains,
* or NULL if this is the generic state key for the given property
* when transitioning to the target state.
*
* Return value: the name of the source state for this key, or NULL if
* the key is generic
*
* Since: 1.4
*/
const gchar *
clutter_state_key_get_target_state_name (const ClutterStateKey *state_key)
{
g_return_val_if_fail (state_key, NULL);
return state_key->target_state->name;
}
/**
* clutter_state_key_get_property_type:
* @key: a #ClutterStateKey
*
* Retrieves the #GType of the property a key applies to
*
* You can use this type to initialize the #GValue to pass to
* clutter_state_key_get_value()
*
* Return value: the #GType of the property
*
* Since: 1.4
*/
GType
clutter_state_key_get_property_type (const ClutterStateKey *key)
{
g_return_val_if_fail (key != NULL, G_TYPE_INVALID);
return G_VALUE_TYPE (&key->value);
}
/**
* clutter_state_set_duration:
* @state: a #ClutterState
* @source_state_name: (allow-none): the name of the source state, or %NULL
* @target_state_name: (allow-none): the name of the target state, or %NULL
* @duration: the duration of the transition, in milliseconds
*
* Sets the duration of a transition.
*
* If both state names are %NULL the default duration for @state is set.
*
* If only @target_state_name is specified, the passed @duration becomes
* the default duration for transitions to the target state.
*
* If both states names are specified, the passed @duration only applies
* to the specified transition.
*
* Since: 1.4
*/
void
clutter_state_set_duration (ClutterState *state,
const gchar *source_state_name,
const gchar *target_state_name,
guint duration)
{
State *target_state;
g_return_if_fail (CLUTTER_IS_STATE (state));
source_state_name = g_intern_string (source_state_name);
if (source_state_name == g_intern_static_string (""))
source_state_name = NULL;
target_state_name = g_intern_string (target_state_name);
if (target_state_name == g_intern_static_string (""))
target_state_name = NULL;
if (target_state_name == NULL)
{
state->priv->duration = duration;
return;
}
target_state = clutter_state_fetch_state (state, target_state_name, FALSE);
if (target_state != NULL)
{
if (source_state_name != NULL)
g_hash_table_insert (target_state->durations,
(gpointer) source_state_name,
GINT_TO_POINTER (duration));
else
g_hash_table_insert (target_state->durations,
NULL,
GINT_TO_POINTER (duration));
}
}
/**
* clutter_state_get_duration:
* @state: a #ClutterState
* @source_state_name: (allow-none): the name of the source state to
* get the duration of, or %NULL
* @target_state_name: (allow-none): the name of the source state to
* get the duration of, or %NULL
*
* Queries the duration used for transitions between a source and
* target state pair
*
* The semantics for the query are the same as the semantics used for
* setting the duration with clutter_state_set_duration()
*
* Return value: the duration, in milliseconds
*
* Since: 1.4
*/
guint
clutter_state_get_duration (ClutterState *state,
const gchar *source_state_name,
const gchar *target_state_name)
{
State *target_state;
guint ret = 0;
g_return_val_if_fail (CLUTTER_IS_STATE (state), 0);
source_state_name = g_intern_string (source_state_name);
if (source_state_name == g_intern_static_string (""))
source_state_name = NULL;
target_state_name = g_intern_string (target_state_name);
if (target_state_name == g_intern_static_string (""))
target_state_name = NULL;
if (target_state_name == NULL)
return state->priv->duration;
target_state = clutter_state_fetch_state (state, target_state_name, FALSE);
if (target_state != NULL)
{
if (source_state_name)
{
ret = GPOINTER_TO_INT (g_hash_table_lookup (target_state->durations,
source_state_name));
if(!ret)
ret = GPOINTER_TO_INT (g_hash_table_lookup (target_state->durations,
NULL));
}
else
ret = GPOINTER_TO_INT (g_hash_table_lookup (target_state->durations,
NULL));
}
if (!ret)
ret = state->priv->duration;
return ret;
}
/**
* clutter_state_get_state:
* @state: a #ClutterState
*
* Queries the currently set target state.
*
* During a transition this function will return the target of the transition.
*
* This function is useful when called from handlers of the
* #ClutterState::completed signal.
*
* Return value: a string containing the target state. The returned string
* is owned by the #ClutterState and should not be modified or freed
*
* Since: 1.4
*/
const gchar *
clutter_state_get_state (ClutterState *state)
{
g_return_val_if_fail (CLUTTER_IS_STATE (state), NULL);
return state->priv->target_state_name;
}
typedef struct _ParseClosure {
ClutterState *state;
ClutterScript *script;
GValue *value;
gboolean result;
} ParseClosure;
static void
parse_state_transition (JsonArray *array,
guint index_,
JsonNode *element,
gpointer data)
{
ParseClosure *clos = data;
JsonObject *object;
const gchar *source_name, *target_name;
State *source_state, *target_state;
JsonArray *keys;
GSList *valid_keys = NULL;
GList *array_keys, *k;
if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
{
g_warning ("The 'transitions' member of a ClutterState description "
"should be an array of objects, but the element %d of the "
"array is of type '%s'. The element will be ignored.",
index_,
json_node_type_name (element));
return;
}
object = json_node_get_object (element);
if (!json_object_has_member (object, "source") ||
!json_object_has_member (object, "target") ||
!(json_object_has_member (object, "keys") ||
json_object_has_member (object, "animator")))
{
g_warning ("The transition description at index %d is missing one "
"of the mandatory members: source, target and keys or "
"animator", index_);
return;
}
source_name = json_object_get_string_member (object, "source");
source_state = clutter_state_fetch_state (clos->state, source_name, TRUE);
target_name = json_object_get_string_member (object, "target");
target_state = clutter_state_fetch_state (clos->state, target_name, TRUE);
if (json_object_has_member (object, "duration"))
{
guint duration = json_object_get_int_member (object, "duration");
clutter_state_set_duration (clos->state,
source_name, target_name,
duration);
}
if (json_object_has_member (object, "animator"))
{
const gchar *id_ = json_object_get_string_member (object, "animator");
GObject *animator;
animator = clutter_script_get_object (clos->script, id_);
if (animator == NULL)
{
g_warning ("No object with id '%s' has been defined.", id_);
return;
}
clutter_state_set_animator (clos->state,
source_name,
target_name,
CLUTTER_ANIMATOR (animator));
}
if (!json_object_has_member (object, "keys"))
return;
keys = json_object_get_array_member (object, "keys");
if (keys == NULL && !json_object_has_member (object, "animator"))
{
g_warning ("The transition description at index %d has an invalid "
"key member of type '%s' when an array was expected.",
index_,
json_node_type_name (json_object_get_member (object, "keys")));
return;
}
if (G_IS_VALUE (clos->value))
valid_keys = g_slist_reverse (g_value_get_pointer (clos->value));
else
g_value_init (clos->value, G_TYPE_POINTER);
array_keys = json_array_get_elements (keys);
for (k = array_keys; k != NULL; k = k->next)
{
JsonNode *node = k->data;
JsonArray *key = json_node_get_array (node);
ClutterStateKey *state_key;
GObject *gobject;
GParamSpec *pspec;
const gchar *id_;
const gchar *property;
gulong mode;
gboolean res;
id_ = json_array_get_string_element (key, 0);
gobject = clutter_script_get_object (clos->script, id_);
if (gobject == NULL)
{
g_warning ("No object with id '%s' has been defined.", id_);
continue;
}
property = json_array_get_string_element (key, 1);
pspec = get_property_from_object (gobject, property);
if (pspec == NULL)
{
g_warning ("The object of type '%s' and name '%s' has no "
"property named '%s'.",
G_OBJECT_TYPE_NAME (gobject),
id_,
property);
continue;
}
mode = _clutter_script_resolve_animation_mode (json_array_get_element (key, 2));
state_key = clutter_state_key_new (target_state,
gobject, property, pspec,
mode);
res = _clutter_script_parse_node (clos->script,
&(state_key->value),
property,
json_array_get_element (key, 3),
pspec);
if (!res)
{
g_warning ("Unable to parse the key value for the "
"property '%s' of object '%s' at index %d",
property,
id_,
index_);
clutter_state_key_free (state_key);
continue;
}
switch (json_array_get_length (key))
{
case 5:
state_key->pre_delay = json_array_get_double_element (key, 4);
state_key->post_delay = 0.0;
break;
case 6:
state_key->pre_delay = json_array_get_double_element (key, 4);
state_key->post_delay = json_array_get_double_element (key, 5);
break;
default:
state_key->pre_delay = 0.0;
state_key->post_delay = 0.0;
break;
}
state_key->source_state = source_state;
valid_keys = g_slist_prepend (valid_keys, state_key);
}
g_list_free (array_keys);
g_value_set_pointer (clos->value, g_slist_reverse (valid_keys));
clos->result = TRUE;
}
static gboolean
clutter_state_parse_custom_node (ClutterScriptable *scriptable,
ClutterScript *script,
GValue *value,
const gchar *name,
JsonNode *node)
{
ParseClosure clos;
if (strcmp (name, "transitions") != 0)
return FALSE;
if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
return FALSE;
clos.state = CLUTTER_STATE (scriptable);
clos.script = script;
clos.value = value;
clos.result = FALSE;
json_array_foreach_element (json_node_get_array (node),
parse_state_transition,
&clos);
return clos.result;
}
static void
clutter_state_set_custom_property (ClutterScriptable *scriptable,
ClutterScript *script,
const gchar *name,
const GValue *value)
{
if (strcmp (name, "transitions") == 0)
{
ClutterState *state = CLUTTER_STATE (scriptable);
GSList *keys = g_value_get_pointer (value);
GSList *k;
for (k = keys; k != NULL; k = k->next)
clutter_state_set_key_internal (state, k->data);
g_slist_free (keys);
}
else
g_object_set_property (G_OBJECT (scriptable), name, value);
}
static void
clutter_scriptable_iface_init (ClutterScriptableIface *iface)
{
iface->parse_custom_node = clutter_state_parse_custom_node;
iface->set_custom_property = clutter_state_set_custom_property;
}
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