/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Øyvind Kolås * * 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 . */ /** * 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. #ClutterStateKeys * 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. * * * A ClutterState example * The following example defines a "base" and a "hover" state in a * #ClutterState instance. * * 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"); * * The actor then uses the #ClutterState to animate through the * two states using callbacks for the #ClutterActor::enter-event and * #ClutterActor::leave-event signals. * * 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; * } * * * * * ClutterState description for #ClutterScript * #ClutterState defines a custom transitions * property which allows describing the states. * The transitions property has the following * syntax: * * * { * "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>" * }, * ... * ] * } * * * Each element of the transitions array follows * the same rules as clutter_state_set_key(). * The source and target * values control the source and target state of the transition. The * key and animator are mutually * exclusive. The pre-delay and * post-delay values are optional. * * ClutterState definition * The example below is a translation into a #ClutterScript * definition of the code in the example * above. * * { * "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 ] * ] * } * ] * } * * * * * #ClutterState is available since Clutter 1.4. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-state.h" #include #include #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: 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 of NULL is * treated as a wildcard) and a state named "hover"; the * button 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 #ClutterStateKeys. 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; }