Creates a new #ClutterKeyframeTransition for property_name
.
the property to animate
The #ClutterAnimatable instance currently being animated.
If the direction of the timeline should be automatically reversed when reaching the end.
A delay, in milliseconds, that should be observed by the timeline before actually starting.
The direction of the timeline, either %CLUTTER_TIMELINE_FORWARD or %CLUTTER_TIMELINE_BACKWARD.
Duration of the timeline in milliseconds, depending on the ClutterTimeline:fps value.
The #ClutterInterval used to describe the initial and final states of the transition.
Whether the timeline should automatically rewind and restart.
As a side effect, setting this property to %TRUE will set the #ClutterTimeline:repeat-count property to -1, while setting this property to %FALSE will set the #ClutterTimeline:repeat-count property to 0.
Controls the way a #ClutterTimeline computes the normalized progress.
The name of the property of a #ClutterAnimatable to animate.
Whether the #ClutterTransition should be automatically detached from the #ClutterTransition:animatable instance whenever the #ClutterTimeline::stopped signal is emitted.
The #ClutterTransition:remove-on-complete property takes into account the value of the #ClutterTimeline:repeat-count property, and it only detaches the transition if the transition is not repeating.
Defines how many times the timeline should repeat.
If the repeat count is 0, the timeline does not repeat.
If the repeat count is set to -1, the timeline will repeat until it is stopped.
Adds a named marker that will be hit when the timeline has reached
the specified progress
.
Markers are unique string identifiers for a given position on the
timeline. Once timeline
reaches the given progress
of its duration,
if will emit a ::marker-reached signal for each marker attached to
that particular point.
A marker can be removed with clutter_timeline_remove_marker(). The timeline can be advanced to a marker using clutter_timeline_advance_to_marker().
See also: clutter_timeline_add_marker_at_time()
the unique name for this marker
the normalized value of the position of the martke
Adds a named marker that will be hit when the timeline has been
running for msecs
milliseconds.
Markers are unique string identifiers for a given position on the
timeline. Once timeline
reaches the given msecs,
it will emit
a ::marker-reached signal for each marker attached to that position.
A marker can be removed with clutter_timeline_remove_marker(). The timeline can be advanced to a marker using clutter_timeline_advance_to_marker().
See also: clutter_timeline_add_marker()
the unique name for this marker
position of the marker in milliseconds
Advance timeline to the requested point. The point is given as a time in milliseconds since the timeline started.
The timeline
will not emit the #ClutterTimeline::new-frame
signal for the given time. The first ::new-frame signal after the call to
clutter_timeline_advance() will be emit the skipped markers.
Time to advance to
Advances timeline
to the time of the given marker_name
.
Like clutter_timeline_advance(), this function will not
emit the #ClutterTimeline::new-frame for the time where marker_name
is set, nor it will emit #ClutterTimeline::marker-reached for
marker_name
.
the name of the marker
Creates a binding between source_property
on source
and target_property
on target
.
Whenever the source_property
is changed the target_property
is
updated using the same value. For instance:
g_object_bind_property (action, "active", widget, "sensitive", 0);
Will result in the "sensitive" property of the widget #GObject instance to be updated with the same value of the "active" property of the action #GObject instance.
If flags
contains %G_BINDING_BIDIRECTIONAL then the binding will be mutual:
if target_property
on target
changes then the source_property
on source
will be updated as well.
The binding will automatically be removed when either the source
or the
target
instances are finalized. To remove the binding without affecting the
source
and the target
you can just call g_object_unref() on the returned
#GBinding instance.
Removing the binding by calling g_object_unref() on it must only be done if
the binding, source
and target
are only used from a single thread and it
is clear that both source
and target
outlive the binding. Especially it
is not safe to rely on this if the binding, source
or target
can be
finalized from different threads. Keep another reference to the binding and
use g_binding_unbind() instead to be on the safe side.
A #GObject can have multiple bindings.
the property on source
to bind
the target #GObject
the property on target
to bind
flags to pass to #GBinding
Creates a binding between source_property
on source
and target_property
on target,
allowing you to set the transformation functions to be used by
the binding.
This function is the language bindings friendly version of g_object_bind_property_full(), using #GClosures instead of function pointers.
the property on source
to bind
the target #GObject
the property on target
to bind
flags to pass to #GBinding
a #GClosure wrapping the transformation function from the source
to the target,
or %NULL to use the default
a #GClosure wrapping the transformation function from the target
to the source,
or %NULL to use the default
Removes all key frames from transition
.
Create a new #ClutterTimeline instance which has property values
matching that of supplied timeline. The cloned timeline will not
be started and will not be positioned to the current position of
the original timeline:
you will have to start it with
clutter_timeline_start().
The only cloned properties are:
This function is intended for #GObject implementations to re-enforce a [floating][floating-ref] object reference. Doing this is seldom required: all #GInitiallyUnowneds are created with a floating reference which usually just needs to be sunken by calling g_object_ref_sink().
Increases the freeze count on object
. If the freeze count is
non-zero, the emission of "notify" signals on object
is
stopped. The signals are queued until the freeze count is decreased
to zero. Duplicate notifications are squashed so that at most one
#GObject::notify signal is emitted for each property modified while the
object is frozen.
This is necessary for accessors that modify multiple properties to prevent premature notification while the object is still being modified.
Retrieves the #ClutterAnimatable set using clutter_transition_set_animatable().
Retrieves the value set by clutter_timeline_set_auto_reverse().
Retrieves the current repeat for a timeline.
Repeats start at 0.
Gets a named field from the objects table of associations (see g_object_set_data()).
name of the key for that association
Retrieves the delay set using clutter_timeline_set_delay().
Retrieves the amount of time elapsed since the last ClutterTimeline::new-frame signal.
This function is only useful inside handlers for the ::new-frame signal, and its behaviour is undefined if the timeline is not playing.
Retrieves the direction of the timeline set with clutter_timeline_set_direction().
Retrieves the duration of a #ClutterTimeline in milliseconds. See clutter_timeline_set_duration().
Retrieves the full duration of the timeline,
taking into account the
current value of the #ClutterTimeline:repeat-count property.
If the #ClutterTimeline:repeat-count property is set to -1, this function will return %G_MAXINT64.
The returned value is to be considered a hint, and it's only valid
as long as the timeline
hasn't been changed.
Request the current time position of the timeline.
Retrieves the id of scriptable
set using clutter_scriptable_set_id().
Retrieves the interval set using clutter_transition_set_interval()
Retrieves the details of the key frame at index_
inside transition
.
The transition
must already have key frames set, and index_
must be
smaller than the number of key frames.
the index of the key frame
Gets whether timeline
is looping
Retrieves the number of key frames inside transition
.
The position of the timeline in a normalized [-1, 2] interval.
The return value of this function is determined by the progress mode set using clutter_timeline_set_progress_mode(), or by the progress function set using clutter_timeline_set_progress_func().
Retrieves the progress mode set using clutter_timeline_set_progress_mode() or clutter_timeline_set_progress_func().
Gets a property of an object.
The value
can be:
In general, a copy is made of the property contents and the caller is responsible for freeing the memory by calling g_value_unset().
Note that g_object_get_property() is really intended for language bindings, g_object_get() is much more convenient for C programming.
the name of the property to get
return location for the property value
Retrieves the value of the #ClutterPropertyTransition:property-name property.
This function gets back user data pointers stored via g_object_set_qdata().
A #GQuark, naming the user data pointer
Retrieves the value of the #ClutterTransition:remove-on-complete property.
Retrieves the number set using clutter_timeline_set_repeat_count().
Retrieves the parameters of the step progress mode used by timeline
.
Gets n_properties
properties for an object
.
Obtained properties will be set to values
. All properties must be valid.
Warnings will be emitted and undefined behaviour may result if invalid
properties are passed in.
the names of each property to get
the values of each property to get
Checks whether timeline
has a marker set with the given name.
the name of the marker
Checks whether object
has a [floating][floating-ref] reference.
Queries state of a #ClutterTimeline.
Retrieves the list of markers at time msecs
. If msecs
is a
negative integer, all the markers attached to timeline
will be
returned.
the time to check, or -1
Emits a "notify" signal for the property property_name
on object
.
When possible, eg. when signaling a property change from within the class that registered the property, you should use g_object_notify_by_pspec() instead.
Note that emission of the notify signal may be blocked with g_object_freeze_notify(). In this case, the signal emissions are queued and will be emitted (in reverse order) when g_object_thaw_notify() is called.
the name of a property installed on the class of object
.
Emits a "notify" signal for the property specified by pspec
on object
.
This function omits the property name lookup, hence it is faster than g_object_notify().
One way to avoid using g_object_notify() from within the class that registered the properties, and using g_object_notify_by_pspec() instead, is to store the GParamSpec used with g_object_class_install_property() inside a static array, e.g.:
enum
{
PROP_0,
PROP_FOO,
PROP_LAST
};
static GParamSpec *properties[PROP_LAST];
static void
my_object_class_init (MyObjectClass *klass)
{
properties[PROP_FOO] = g_param_spec_int ("foo", "Foo", "The foo",
0, 100,
50,
G_PARAM_READWRITE);
g_object_class_install_property (gobject_class,
PROP_FOO,
properties[PROP_FOO]);
}
and then notify a change on the "foo" property with:
g_object_notify_by_pspec (self, properties[PROP_FOO]);
the #GParamSpec of a property installed on the class of object
.
Parses the passed JSON node. The implementation must set the type of the passed #GValue pointer using g_value_init().
the #ClutterScript creating the scriptable instance
the generic value to be set
the name of the node
the JSON node to be parsed
Pauses the #ClutterTimeline on current frame
Increase the reference count of object,
and possibly remove the
[floating][floating-ref] reference, if object
has a floating reference.
In other words, if the object is floating, then this call "assumes ownership" of the floating reference, converting it to a normal reference by clearing the floating flag while leaving the reference count unchanged. If the object is not floating, then this call adds a new normal reference increasing the reference count by one.
Since GLib 2.56, the type of object
will be propagated to the return type
under the same conditions as for g_object_ref().
Removes marker_name,
if found, from timeline
.
the name of the marker to remove
Rewinds #ClutterTimeline to the first frame if its direction is %CLUTTER_TIMELINE_FORWARD and the last frame if it is %CLUTTER_TIMELINE_BACKWARD.
Releases all references to other objects. This can be used to break reference cycles.
This function should only be called from object system implementations.
Sets the #ClutterTransition:animatable property.
The transition
will acquire a reference to the animatable
instance,
and will call the #ClutterTransitionClass.attached() virtual function.
If an existing #ClutterAnimatable is attached to transition,
the
reference will be released, and the #ClutterTransitionClass.detached()
virtual function will be called.
a #ClutterAnimatable, or %NULL
Sets whether timeline
should reverse the direction after the
emission of the #ClutterTimeline::completed signal.
Setting the #ClutterTimeline:auto-reverse property to %TRUE is the equivalent of connecting a callback to the #ClutterTimeline::completed signal and changing the direction of the timeline from that callback; for instance, this code:
|[ static void reverse_timeline (ClutterTimeline *timeline) { ClutterTimelineDirection dir = clutter_timeline_get_direction (timeline);
if (dir == CLUTTER_TIMELINE_FORWARD) dir = CLUTTER_TIMELINE_BACKWARD; else dir = CLUTTER_TIMELINE_FORWARD;
clutter_timeline_set_direction (timeline, dir); } ... timeline = clutter_timeline_new (1000); clutter_timeline_set_repeat_count (timeline, -1); g_signal_connect (timeline, "completed", G_CALLBACK (reverse_timeline), NULL);
can be effectively replaced by:
|[
timeline = clutter_timeline_new (1000);
clutter_timeline_set_repeat_count (timeline, -1);
clutter_timeline_set_auto_reverse (timeline);
%TRUE if the timeline
should reverse the direction
Sets the #ClutterTimeline:progress-mode of timeline
to %CLUTTER_CUBIC_BEZIER, and sets the two control
points for the cubic bezier.
The cubic bezier curve is between (0, 0) and (1, 1). The X coordinate of the two control points must be in the [ 0, 1 ] range, while the Y coordinate of the two control points can exceed this range.
the first control point for the cubic bezier
the second control point for the cubic bezier
Each object carries around a table of associations from strings to pointers. This function lets you set an association.
If the object already had an association with that name, the old association will be destroyed.
Internally, the key
is converted to a #GQuark using g_quark_from_string().
This means a copy of key
is kept permanently (even after object
has been
finalized) — so it is recommended to only use a small, bounded set of values
for key
in your program, to avoid the #GQuark storage growing unbounded.
name of the key
data to associate with that key
Sets the delay, in milliseconds, before timeline
should start.
delay in milliseconds
Sets the direction of timeline,
either %CLUTTER_TIMELINE_FORWARD or
%CLUTTER_TIMELINE_BACKWARD.
the direction of the timeline
Sets the duration of the timeline, in milliseconds. The speed of the timeline depends on the ClutterTimeline:fps setting.
duration of the timeline in milliseconds
Sets the initial value of the transition.
This is a convenience function that will either create the
#ClutterInterval used by transition,
or will update it if
the #ClutterTransition:interval is already set.
This function will copy the contents of value,
so it is
safe to call g_value_unset() after it returns.
If transition
already has a #ClutterTransition:interval set,
then value
must hold the same type, or a transformable type,
as the interval's #ClutterInterval:value-type property.
This function is meant to be used by language bindings.
a #GValue with the initial value of the transition
Sets id_
as the unique Clutter script it for this instance of
#ClutterScriptableIface.
This name can be used by user interface designer applications to define a unique name for an object constructable using the UI definition language parsed by #ClutterScript.
the #ClutterScript id of the object
Sets the #ClutterTransition:interval property using interval
.
The transition
will acquire a reference on the interval,
sinking
the floating flag on it if necessary.
a #ClutterInterval, or %NULL
Sets the details of the key frame at index_
inside transition
.
The transition
must already have a key frame at index_,
and index_
must be smaller than the number of key frames inside transition
.
the index of the key frame
the key of the key frame
the easing mode of the key frame
a #GValue containing the value of the key frame
Sets the keys for each key frame inside transition
.
If transition
does not hold any key frame, n_key_frames
key frames
will be created; if transition
already has key frames, key_frames
must
have at least as many elements as the number of key frames.
an array of keys between 0.0 and 1.0, one for each key frame
Sets whether timeline
should loop.
This function is equivalent to calling clutter_timeline_set_repeat_count()
with -1 if loop
is %TRUE, and with 0 if loop
is %FALSE.
%TRUE for enable looping
Sets the easing modes for each key frame inside transition
.
If transition
does not hold any key frame, n_modes
key frames will
be created; if transition
already has key frames, modes
must have
at least as many elements as the number of key frames.
an array of easing modes, one for each key frame
Sets a custom progress function for timeline
. The progress function will
be called by clutter_timeline_get_progress() and will be used to compute
the progress value based on the elapsed time and the total duration of the
timeline.
If func
is not %NULL, the #ClutterTimeline:progress-mode property will
be set to %CLUTTER_CUSTOM_MODE.
If func
is %NULL, any previously set progress function will be unset, and
the #ClutterTimeline:progress-mode property will be set to %CLUTTER_LINEAR.
a progress function, or %NULL
Sets the progress function using a value from the #ClutterAnimationMode
enumeration. The mode
cannot be %CLUTTER_CUSTOM_MODE or bigger than
%CLUTTER_ANIMATION_LAST.
the progress mode, as a #ClutterAnimationMode
Sets a property on an object.
the name of the property to set
the value
Sets the #ClutterPropertyTransition:property-name property of transition
.
a property name
Sets whether transition
should be detached from the #ClutterAnimatable
set using clutter_transition_set_animatable() when the
#ClutterTimeline::completed signal is emitted.
whether to detach transition
when complete
Sets the number of times the timeline
should repeat.
If count
is 0, the timeline never repeats.
If count
is -1, the timeline will always repeat until
it's stopped.
the number of times the timeline should repeat
Sets the #ClutterTimeline:progress-mode of the timeline
to %CLUTTER_STEPS
and provides the parameters of the step function.
the number of steps
whether the change should happen at the start or at the end of the step
Sets the final value of the transition.
This is a convenience function that will either create the
#ClutterInterval used by transition,
or will update it if
the #ClutterTransition:interval is already set.
This function will copy the contents of value,
so it is
safe to call g_value_unset() after it returns.
If transition
already has a #ClutterTransition:interval set,
then value
must hold the same type, or a transformable type,
as the interval's #ClutterInterval:value-type property.
This function is meant to be used by language bindings.
a #GValue with the final value of the transition
Sets the values for each key frame inside transition
.
If transition
does not hold any key frame, n_values
key frames will
be created; if transition
already has key frames, values
must have
at least as many elements as the number of key frames.
an array of values, one for each key frame
Advance timeline by the requested time in milliseconds
Amount of time to skip
Starts the #ClutterTimeline playing.
Remove a specified datum from the object's data associations, without invoking the association's destroy handler.
name of the key
This function gets back user data pointers stored via
g_object_set_qdata() and removes the data
from object
without invoking its destroy() function (if any was
set).
Usually, calling this function is only required to update
user data pointers with a destroy notifier, for example:
void
object_add_to_user_list (GObject *object,
const gchar *new_string)
{
// the quark, naming the object data
GQuark quark_string_list = g_quark_from_static_string ("my-string-list");
// retrieve the old string list
GList *list = g_object_steal_qdata (object, quark_string_list);
// prepend new string
list = g_list_prepend (list, g_strdup (new_string));
// this changed 'list', so we need to set it again
g_object_set_qdata_full (object, quark_string_list, list, free_string_list);
}
static void
free_string_list (gpointer data)
{
GList *node, *list = data;
for (node = list; node; node = node->next)
g_free (node->data);
g_list_free (list);
}
Using g_object_get_qdata() in the above example, instead of g_object_steal_qdata() would have left the destroy function set, and thus the partial string list would have been freed upon g_object_set_qdata_full().
A #GQuark, naming the user data pointer
Stops the #ClutterTimeline and moves to frame 0
Reverts the effect of a previous call to
g_object_freeze_notify(). The freeze count is decreased on object
and when it reaches zero, queued "notify" signals are emitted.
Duplicate notifications for each property are squashed so that at most one #GObject::notify signal is emitted for each property, in the reverse order in which they have been queued.
It is an error to call this function when the freeze count is zero.
Decreases the reference count of object
. When its reference count
drops to 0, the object is finalized (i.e. its memory is freed).
If the pointer to the #GObject may be reused in future (for example, if it is an instance variable of another object), it is recommended to clear the pointer to %NULL rather than retain a dangling pointer to a potentially invalid #GObject instance. Use g_clear_object() for this.
Retrieves the id of scriptable
set using clutter_scriptable_set_id().
Emits a "notify" signal for the property property_name
on object
.
When possible, eg. when signaling a property change from within the class that registered the property, you should use g_object_notify_by_pspec() instead.
Note that emission of the notify signal may be blocked with g_object_freeze_notify(). In this case, the signal emissions are queued and will be emitted (in reverse order) when g_object_thaw_notify() is called.
Parses the passed JSON node. The implementation must set the type of the passed #GValue pointer using g_value_init().
the #ClutterScript creating the scriptable instance
the generic value to be set
the name of the node
the JSON node to be parsed
Sets id_
as the unique Clutter script it for this instance of
#ClutterScriptableIface.
This name can be used by user interface designer applications to define a unique name for an object constructable using the UI definition language parsed by #ClutterScript.
the #ClutterScript id of the object
This function essentially limits the life time of the closure
to
the life time of the object. That is, when the object is finalized,
the closure
is invalidated by calling g_closure_invalidate() on
it, in order to prevent invocations of the closure with a finalized
(nonexisting) object. Also, g_object_ref() and g_object_unref() are
added as marshal guards to the closure,
to ensure that an extra
reference count is held on object
during invocation of the
closure
. Usually, this function will be called on closures that
use this object
as closure data.
#GClosure to watch
Find the #GParamSpec with the given name for an
interface. Generally, the interface vtable passed in as g_iface
will be the default vtable from g_type_default_interface_ref(), or,
if you know the interface has already been loaded,
g_type_default_interface_peek().
any interface vtable for the interface, or the default vtable for the interface
name of a property to look up.
Add a property to an interface; this is only useful for interfaces that are added to GObject-derived types. Adding a property to an interface forces all objects classes with that interface to have a compatible property. The compatible property could be a newly created #GParamSpec, but normally g_object_class_override_property() will be used so that the object class only needs to provide an implementation and inherits the property description, default value, bounds, and so forth from the interface property.
This function is meant to be called from the interface's default
vtable initialization function (the class_init
member of
#GTypeInfo.) It must not be called after after class_init
has
been called for any object types implementing this interface.
If pspec
is a floating reference, it will be consumed.
any interface vtable for the interface, or the default vtable for the interface.
the #GParamSpec for the new property
Lists the properties of an interface.Generally, the interface
vtable passed in as g_iface
will be the default vtable from
g_type_default_interface_ref(), or, if you know the interface has
already been loaded, g_type_default_interface_peek().
any interface vtable for the interface, or the default vtable for the interface
Creates a new #ClutterKeyframeTransition for property_name
.
the property to animate
Creates a new #ClutterPropertyTransition.
a property of animatable,
or %NULL
Creates a new #ClutterTimeline with a duration of msecs
.
Duration of the timeline in milliseconds
Creates a new instance of a #GObject subtype and sets its properties.
Construction parameters (see %G_PARAM_CONSTRUCT, %G_PARAM_CONSTRUCT_ONLY) which are not explicitly specified are set to their default values.
the type id of the #GObject subtype to instantiate
an array of #GParameter
The
ClutterKeyframeTransition
structure contains only private data and should be accessed using the provided API.