+++ /dev/null
-<chapter id="clutter-animations">
- <chapterinfo>
- <author>
- <firstname>Matthew</firstname>
- <surname>Allum</surname>
- <affiliation>
- <address>
- <email>mallum@openedhand.com</email>
- </address>
- </affiliation>
- </author>
-
- <author>
- <firstname>Emmanuele</firstname>
- <surname>Bassi</surname>
- <affiliation>
- <address>
- <email>ebassi@linux.intel.com</email>
- </address>
- </affiliation>
- </author>
- </chapterinfo>
-
- <title>Creating Animations with Clutter</title>
-
- <para>With Clutter using hardware accelration for graphics rendering,
- complex and fast animations are possible. This chapter describes basic
- techniques and the utilities Clutter provides in aiding animation
- creation.</para>
-
- <section id="clutter-animation-basic">
- <title>Basic Animations</title>
-
- <para>The most basic way to create animations with Clutter is via the use
- of clutter_threads_add_timeout(). This enables a callback function to be
- called at a defined interval. The callback function can then modify actors
- visual properties as to produce an animation.</para>
-
- <example id="clutter-timeout-example">
- <title>Simple timeout example</title>
- <para>Implement a rotating actor using 360 "frames"</para>
- <programlisting>
-struct RotationClosure {
- ClutterActor *actor;
-
- gdouble final_angle;
- gdouble current_angle;
-};
-
-static gboolean
-rotate_actor (gpointer data)
-{
- struct RotationClosure *clos = data;
-
- clutter_actor_set_rotation (clos->actor, clos->current_angle, 0, 0, 0);
-
- /* add one degree */
- clos->current_angle += 1.0
-
- /* if we reached the target angle, stop */
- if (clos->current_angle == clos->final_angle)
- return G_SOURCE_REMOVE;
-
- return G_SOURCE_CONTINUE;
-}
-
-static void
-rotate_actor_cleanup (gpointer data)
-{
- struct RotationClosure *clos = data;
-
- g_object_unref (clos->actor);
- g_free (clos);
-}
-
-...
- struct RotationClosure *clos = NULL;
-
- clos = g_new (struct RotationClosure, 1);
- clos->actor = g_object_ref (an_actor);
- clos->final_angle = 360.0;
- clos->current_angle = 0;
-
- clutter_threads_add_timeout_full (G_PRIORITY_DEFAULT,
- 1000 / 360, /* 360 updates in one second */
- rotate_actor,
- clos,
- rotate_actor_cleanup);
- </programlisting>
- </example>
-
- <note>
- <title>Priorities</title>
- <para>%G_PRIORITY_DEFAULT should always be used as the timeouts priority
- (in case of clutter_threads_add_timeout_full()) as not to intefere with
- Clutter's scheduling of repaints and input event handling.</para>
- </note>
- </section>
-
- <section id="clutter-animation-timelines">
- <title>Timelines</title>
-
- <para>Using clutter_threads_add_timeout() to control an animation is
- complicated and does not work in concert with the rest of the operations
- Clutter must perform for each redraw cycle.</para>
-
- <para>For this reason, Clutter provides #ClutterTimeline, a class that
- allows scheduling animations with a definite duration. Timelines are
- advanced during the redraw cycle so that animations are ready to be
- performed at the right time. This also means that animations will not
- affect the event processing; it also means that if the animation is too
- complex it will be called with a longer delay, thus not blocking the
- whole UI.</para>
-
- <para>A Timeline is created with:</para>
-
- <programlisting>
-ClutterTimeline *timeline = clutter_timeline_new (duration_in_milliseconds);
- </programlisting>
-
- <para>The duration of the timeline then be modifed via the
- #ClutterTimeline:duration property or by using
- clutter_timeline_set_duration().</para>
-
- <para>A timeline is started via clutter_timeline_start() and its
- playback further manipulated by the clutter_timeline_pause(),
- clutter_timeline_stop(), clutter_timeline_rewind() and
- clutter_timeline_skip() functions.</para>
-
- <para>By attaching a handler to the timeline's
- #ClutterTimeline::new-frame signal a timeline can then be used to
- drive an animation by altering an actor's visual properties. The
- callback looks like:</para>
-
- <programlisting>
-void
-on_new_frame (ClutterTimeline *timeline,
- gint elapsed_msecs,
- gpointer user_data)
-{
-}
- </programlisting>
-
- <para>The <literal>elapsed_msecs</literal> parameter is set to the amount
- of time elapsed since the beginning of the timeline, and its value is
- always between 0 and the #ClutterTimeline:duration value.</para>
-
- <para>The function clutter_timeline_get_progress() can also be used to
- get a normalised value of the timeline's current position between 0 and
- 1.</para>
-
- <para>Timelines can also be played in reverse by setting the direction
- using clutter_timeline_set_direction(), and can also have a one-time
- delay set before they begin playing by using the function
- clutter_timeline_set_delay().</para>
-
- <para>Timelines can also control a pyshical simulation; the
- clutter_timeline_get_delta() function allows retrieving the number of
- milliseconds elapsed since the previous callback to ensure the physics
- engine to be able to take the actual time elapsed between iterations
- into account.</para>
-
- <example id="clutter-timeline-example">
- <title>Using a Timeline to drive an animation</title>
- <para>Rewrite the example above with a #ClutterTimeline instead of
- using clutter_threads_add_timeout()</para>
- <programlisting>
-#include <clutter/clutter.h>
-
-static void
-on_new_frame (ClutterTimeline *timeline,
- gint elapsed_msecs,
- ClutterActor *actor)
-{
- gdouble angle = 360 * clutter_timeline_get_progress (timeline);
-
- clutter_actor_set_rotation (actor, CLUTTER_Z_AXIS,
- angle,
- clutter_actor_get_width (actor) / 2,
- clutter_actor_get_height (actor) / 2,
- 0);
-}
-
- ...
-
- ClutterTimeline *timeline;
-
- /* one second */
- timeline = clutter_timeline_new (1000);
-
- /* looping indefinitely */
- clutter_timeline_set_repeat_count (timeline, -1);
-
- /* get a notification each time a new frame should be drawn */
- g_signal_connect (timeline, "new-frame", G_CALLBACK (on_new_frame), actor);
-
- /* start the timeline once control returns to the main loop */
- clutter_timeline_start (timeline);
- </programlisting>
- </example>
- </section>
-
-<!-- XXX - Behaviours are deprecated
- <section id="clutter-animation-behaviours">
- <title>Behaviours</title>
- <para>With a large application containing many animations, the use of
- just timelines can become unwieldy and difficult to manage, with much
- code duplication in the #ClutterTimeline::new-frame handlers that can
- require over-complex code changes for minor animation modifications. To
- ease these problems the #ClutterAlpha and #ClutterBehaviour classes were
- created.</para>
-
- <para>#ClutterAlpha and #ClutterBehaviour attempt to generalise the
- #ClutterTimeline::new-frame function by defining common actions (or
- behaviours) that can be quickly modified, applied to multiple actors or
- mixed on a single actor.</para>
-
- <para>A #ClutterAlpha is a 'function of time' (and does not refer to the
- alpha channel of a RGBA color). It is created by referencing a source
- timeline and an "easing mode" whichproduces a value between -1.0 and 2.0
- depending on the progress of the timeline. Clutter provides various
- easing modes, as described by the #ClutterAnimationMode enumeration. It is
- also possible to register new animation modes using the function
- clutter_alpha_register_func() or to provide a custom #ClutterAlphaFunc for
- a specific #ClutterAlpha instance.</para>
-
- <para>A #ClutterBehaviour is created with a #ClutterAlpha and a set of
- parameters for whatever the behaviour modifies in an actor. The value of
- a #ClutterAlpha during the animation is then mapped to a value for the
- behaviour parameters and then applied on the actors referenced by the
- #ClutterBehaviour. With the #ClutterAlpha's underlying timeline playing
- the produced value will change and the behaviour will animate an
- actor.</para>
-
- <para>A #ClutterBehaviour is effectively 'driven' by a supplied
- #ClutterAlpha and when then applied to an actor it will modify a visual
- property or feature of the actor dependant on the Alpha's value. For
- example, a path-based behaviour applied to an actor will alter its
- position along a #ClutterPath, depending on the current alpha value over
- time. The actual progress of the motion will depend on the chosen "easing
- mode".</para>
-
- <para> Multiple behaviours can of course be applied to an actor as well
- as a single behaviour being applied to multiple actors. The separation
- of timelines, alphas and behaviours allows for a single timeline to drive
- many behaviours each potentially using different alpha functions.
- Behaviour parameters can also be changed on the fly.</para>
-
- <para>
- <figure id="behaviour-path-alpha">
- <title>Effects of alpha functions on a path</title>
- <graphic fileref="path-alpha-func.png" format="PNG"/>
- <blockquote>The actors position between the path's end points
- directly correlates to the #ClutterAlpha's current alpha value
- driving the behaviour. With the #ClutterAlpha's animation mode
- set to %CLUTTER_LINEAR the actor will follow the path at a constant
- velocity, but when changing to %CLUTTER_EASE_IN_OUT_SINE the actor
- initially accelerates before quickly decelerating.</blockquote>
- </figure>
- </para>
-
- <para>The behaviours included in Clutter are:</para>
-
- <para>
- <variablelist>
- <varlistentry>
- <term>#ClutterBehaviourDepth</term>
- <listitem><simpara>Changes the depth of actors</simpara></listitem>
- </varlistentry>
- <varlistentry>
- <term>#ClutterBehaviourEllipse</term>
- <listitem><simpara>Moves actors along an elliptical path</simpara></listitem>
- </varlistentry>
- <varlistentry>
- <term>#ClutterBehaviourOpacity</term>
- <listitem><simpara>Changes the opacity of actors</simpara></listitem>
- </varlistentry>
- <varlistentry>
- <term>#ClutterBehaviourPath</term>
- <listitem><simpara>Moves actors along a path</simpara></listitem>
- </varlistentry>
- <varlistentry>
- <term>#ClutterBehaviourRotate</term>
- <listitem><simpara>Rotates actors along an axis</simpara></listitem>
- </varlistentry>
- <varlistentry>
- <term>#ClutterBehaviourScale</term>
- <listitem><simpara>Changes the scaling factors of actors</simpara></listitem>
- </varlistentry>
- </variablelist>
- </para>
-
- <example id="clutter-behaviour-example">
- <title>Using a #ClutterBehaviour</title>
- <para>The following example demonstrates an ellipse behaviour in
- action.</para>
- <programlisting>
-#include <clutter/clutter.h>
-
-int
-main (int argc, char *argv[])
-{
- ClutterTimeline *timeline;
- ClutterBehaviour *behave;
- ClutterAlpha *alpha;
- ClutterActor *stage, *actor;
-
- if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
- return 1;
-
- stage = clutter_stage_new ();
- g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
-
- actor = clutter_texture_new_from_file ("ohpowers.png", NULL);
- clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
-
- /* set up the animation to be 4 seconds long, and looping indefinitely */
- timeline = clutter_timeline_new (4000);
- clutter_timeline_set_repeat_count (timeline, -1);
-
- /* set up a sinusoidal easing mode to power the behaviour; the
- * alpha will take a reference on the timeline so we can safely
- * release the reference we hold
- */
- alpha = clutter_alpha_new_full (timeline, CLUTTER_EASE_IN_OUT_SINE);
- g_object_unref (timeline);
-
- /* the behaviour will own the alpha by sinking its floating
- * reference (if needed)
- */
- behave = clutter_behaviour_ellipse_new (alpha,
- 200, /* center x */
- 200, /* center y */
- 400, /* width */
- 300, /* height */
- CLUTTER_ROTATE_CW, /* direction */
- 0.0, /* initial angle */
- 360.0); /* final angle */
-
- clutter_behaviour_apply (behave, actor);
-
- clutter_actor_show_all (stage);
-
- clutter_timeline_start (timeline);
-
- clutter_main();
-
- /* clean up; behaviours are top-level objects */
- g_object_unref (behave);
-
- return 0;
-}
- </programlisting>
- </example>
-
- <note><para>The parameters of a #ClutterBehaviour can be changed whilst
- a animation is running.</para></note>
-
- <para>There can be many #ClutterAlpha's attached to a single timeline.
- There can be many behaviours for a #ClutterAlpha. There can be many
- behaviours applied to an actor. A #ClutterScore can be used to chain
- many behaviours together.</para>
-
- <warning><para>Combining behaviours that effect the same actor properties
- (i.e two separate paths) will cause unexpected results. The values will
- not be merged in any way with only the last applied behaviour taking
- precedence.</para></warning>
-
- <note><para>Tips for implementing a new behaviour can be found <link
- linkend="creating-your-own-behaviours">here</link>.</para></note>
-
- </section>
--->
-
- <section id="clutter-animation-implicit">
- <title>Implicit Animations</title>
-
- <para>Using behaviours for simple animations of a single actor may
- be too complicated, in terms of memory management and bookkeeping
- of the object instances. For this reason, Clutter also provides a
- simple animation API for implicit animations using properties of
- an actor: clutter_actor_animate().</para>
-
- <para>The clutter_actor_animate() family of functions will create
- and use an implicit #ClutterAnimation instance, which will then
- handle the animation of one or more #ClutterActor properties between
- a range of values.</para>
-
- <example id="clutter-actor-animate-example">
- <title>Using clutter_actor_animate()</title>
- <para>The following example demonstrates how to use the
- clutter_actor_animate() method to tween an actor between the current
- position and a new set of coordinates. The animation takes 200
- milliseconds to complete and uses a linear progression.</para>
- <programlisting>
- clutter_actor_animate (actor, CLUTTER_LINEAR, 200,
- "x", 200.0f,
- "y", 200.0f,
- NULL);
- </programlisting>
- </example>
-
- <para>The clutter_actor_animate() method returns a #ClutterAnimation
- instance that can be used to start, stop and modify the animation
- while it's running. The #ClutterAnimation::completed signal will
- be emitted when the animation has been completed.</para>
-
- <warning><para>When the animation is complete it will be automatically
- unreferenced, and disposed if nothing else is holding a reference
- on it.</para></warning>
-
- <example id="clutter-actor-animate-multi-example">
- <title>Animating inside an event handler</title>
- <para>The following example demonstrates how to animate an actor
- inside the signal handler for a button press event. If the user
- presses the button on a new position while the animation is running,
- the animation will be restarted with the new final values
- updated.</para>
- <programlisting>
- static gboolean
- on_button_press (ClutterActor *actor,
- ClutterEvent *event,
- gpointer user_data)
- {
- gfloat event_x, event_y;
-
- clutter_event_get_coords (event, &event_x, &event_y);
- clutter_actor_animate (actor, CLUTTER_EASE_SINE_OUT, 500,
- "x", event_x,
- "y", event_y,
- NULL);
- return TRUE;
- }
- </programlisting>
- </example>
-
- <para>Calling clutter_actor_animate() multiple times on an
- actor which is being animated will cause the animation to be updated
- with the new values.</para>
-
- <para>If you need to chain up multiple animations created using
- clutter_actor_animate() you should connect to the
- #ClutterAnimation::completed signal using g_signal_connect_after()
- to have the guarantee that the current #ClutterAnimation has been
- detached from the actor. The documentation for clutter_actor_animate()
- has further examples.</para>
-
- </section>
-
- <section id="clutter-animation-conclusion">
- <title>Conclusion</title>
- <para>Clutter provides a number of utility classes to aid animations
- and complex animations can be produced by combining the various features
- provided.</para>
-
- <para>Of course animations can becreated outside of the Clutter animation
- framework, as the framework is not expected to cover every kind of
- possible animation scenario.</para>
-
- <para>The animation functionality in Clutter is primarily suited to
- building animations with a set or finite running time - i.e transitions
- between states. For animations involving variable input (such as
- touchscreen handling) physical simulations may be more suited.</para>
- </section>
-
-</chapter>