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|
/* msd-timeline.c
*
* Copyright (C) 2008 Carlos Garnacho <carlos@imendio.com>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program 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
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <glib.h>
#include <gtk/gtk.h>
#include <math.h>
#include "msd-timeline.h"
#define MSECS_PER_SEC 1000
#define FRAME_INTERVAL(nframes) (MSECS_PER_SEC / nframes)
#define DEFAULT_FPS 30
typedef struct _MsdTimelinePrivate MsdTimelinePrivate;
struct _MsdTimelinePrivate
{
guint duration;
guint fps;
guint source_id;
GTimer *timer;
GdkScreen *screen;
MsdTimelineProgressType progress_type;
MsdTimelineProgressFunc progress_func;
guint loop : 1;
guint direction : 1;
};
enum {
PROP_0,
PROP_FPS,
PROP_DURATION,
PROP_LOOP,
PROP_DIRECTION,
PROP_SCREEN,
PROP_PROGRESS_TYPE,
};
enum {
STARTED,
PAUSED,
FINISHED,
FRAME,
LAST_SIGNAL
};
static guint signals [LAST_SIGNAL] = { 0, };
static void msd_timeline_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec);
static void msd_timeline_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec);
static void msd_timeline_finalize (GObject *object);
G_DEFINE_TYPE_WITH_PRIVATE (MsdTimeline, msd_timeline, G_TYPE_OBJECT)
GType
msd_timeline_direction_get_type (void)
{
static GType type = 0;
if (G_UNLIKELY (type == 0))
{
static const GEnumValue values[] = {
{ MSD_TIMELINE_DIRECTION_FORWARD, "MSD_TIMELINE_DIRECTION_FORWARD", "forward" },
{ MSD_TIMELINE_DIRECTION_BACKWARD, "MSD_TIMELINE_DIRECTION_BACKWARD", "backward" },
{ 0, NULL, NULL }
};
type = g_enum_register_static (g_intern_static_string ("MsdTimelineDirection"), values);
}
return type;
}
GType
msd_timeline_progress_type_get_type (void)
{
static GType type = 0;
if (G_UNLIKELY (type == 0))
{
static const GEnumValue values[] = {
{ MSD_TIMELINE_PROGRESS_LINEAR, "MSD_TIMELINE_PROGRESS_LINEAR", "linear" },
{ MSD_TIMELINE_PROGRESS_SINUSOIDAL, "MSD_TIMELINE_PROGRESS_SINUSOIDAL", "sinusoidal" },
{ MSD_TIMELINE_PROGRESS_EXPONENTIAL, "MSD_TIMELINE_PROGRESS_EXPONENTIAL", "exponential" },
{ 0, NULL, NULL }
};
type = g_enum_register_static (g_intern_static_string ("MsdTimelineProgressType"), values);
}
return type;
}
static void
msd_timeline_class_init (MsdTimelineClass *class)
{
GObjectClass *object_class = G_OBJECT_CLASS (class);
object_class->set_property = msd_timeline_set_property;
object_class->get_property = msd_timeline_get_property;
object_class->finalize = msd_timeline_finalize;
g_object_class_install_property (object_class,
PROP_FPS,
g_param_spec_uint ("fps",
"FPS",
"Frames per second for the timeline",
1,
G_MAXUINT,
DEFAULT_FPS,
G_PARAM_READWRITE));
g_object_class_install_property (object_class,
PROP_DURATION,
g_param_spec_uint ("duration",
"Animation Duration",
"Animation Duration",
0,
G_MAXUINT,
0,
G_PARAM_READWRITE));
g_object_class_install_property (object_class,
PROP_LOOP,
g_param_spec_boolean ("loop",
"Loop",
"Whether the timeline loops or not",
FALSE,
G_PARAM_READWRITE));
g_object_class_install_property (object_class,
PROP_DIRECTION,
g_param_spec_enum ("direction",
"Direction",
"Whether the timeline moves forward or backward in time",
MSD_TYPE_TIMELINE_DIRECTION,
MSD_TIMELINE_DIRECTION_FORWARD,
G_PARAM_READWRITE));
g_object_class_install_property (object_class,
PROP_DIRECTION,
g_param_spec_enum ("progress-type",
"Progress type",
"Type of progress through the timeline",
MSD_TYPE_TIMELINE_PROGRESS_TYPE,
MSD_TIMELINE_PROGRESS_LINEAR,
G_PARAM_READWRITE));
g_object_class_install_property (object_class,
PROP_SCREEN,
g_param_spec_object ("screen",
"Screen",
"Screen to get the settings from",
GDK_TYPE_SCREEN,
G_PARAM_READWRITE));
signals[STARTED] =
g_signal_new ("started",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (MsdTimelineClass, started),
NULL, NULL,
g_cclosure_marshal_VOID__VOID,
G_TYPE_NONE, 0);
signals[PAUSED] =
g_signal_new ("paused",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (MsdTimelineClass, paused),
NULL, NULL,
g_cclosure_marshal_VOID__VOID,
G_TYPE_NONE, 0);
signals[FINISHED] =
g_signal_new ("finished",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (MsdTimelineClass, finished),
NULL, NULL,
g_cclosure_marshal_VOID__VOID,
G_TYPE_NONE, 0);
signals[FRAME] =
g_signal_new ("frame",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (MsdTimelineClass, frame),
NULL, NULL,
g_cclosure_marshal_VOID__DOUBLE,
G_TYPE_NONE, 1,
G_TYPE_DOUBLE);
}
static void
msd_timeline_init (MsdTimeline *timeline)
{
MsdTimelinePrivate *priv;
priv = msd_timeline_get_instance_private (timeline);
priv->fps = DEFAULT_FPS;
priv->duration = 0;
priv->direction = MSD_TIMELINE_DIRECTION_FORWARD;
priv->screen = gdk_screen_get_default ();
}
static void
msd_timeline_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
MsdTimeline *timeline;
timeline = MSD_TIMELINE (object);
switch (prop_id)
{
case PROP_FPS:
msd_timeline_set_fps (timeline, g_value_get_uint (value));
break;
case PROP_DURATION:
msd_timeline_set_duration (timeline, g_value_get_uint (value));
break;
case PROP_LOOP:
msd_timeline_set_loop (timeline, g_value_get_boolean (value));
break;
case PROP_DIRECTION:
msd_timeline_set_direction (timeline, g_value_get_enum (value));
break;
case PROP_SCREEN:
msd_timeline_set_screen (timeline,
GDK_SCREEN (g_value_get_object (value)));
break;
case PROP_PROGRESS_TYPE:
msd_timeline_set_progress_type (timeline, g_value_get_enum (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
}
}
static void
msd_timeline_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
MsdTimeline *timeline;
MsdTimelinePrivate *priv;
timeline = MSD_TIMELINE (object);
priv = msd_timeline_get_instance_private (timeline);
switch (prop_id)
{
case PROP_FPS:
g_value_set_uint (value, priv->fps);
break;
case PROP_DURATION:
g_value_set_uint (value, priv->duration);
break;
case PROP_LOOP:
g_value_set_boolean (value, priv->loop);
break;
case PROP_DIRECTION:
g_value_set_enum (value, priv->direction);
break;
case PROP_SCREEN:
g_value_set_object (value, priv->screen);
break;
case PROP_PROGRESS_TYPE:
g_value_set_enum (value, priv->progress_type);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
}
}
static void
msd_timeline_finalize (GObject *object)
{
MsdTimelinePrivate *priv;
priv = msd_timeline_get_instance_private (MSD_TIMELINE (object));
if (priv->source_id)
{
g_source_remove (priv->source_id);
priv->source_id = 0;
}
if (priv->timer)
g_timer_destroy (priv->timer);
G_OBJECT_CLASS (msd_timeline_parent_class)->finalize (object);
}
/* Sinusoidal progress */
static gdouble
sinusoidal_progress (gdouble progress)
{
return (sinf ((progress * G_PI) / 2));
}
static gdouble
exponential_progress (gdouble progress)
{
return progress * progress;
}
static MsdTimelineProgressFunc
progress_type_to_func (MsdTimelineProgressType type)
{
if (type == MSD_TIMELINE_PROGRESS_SINUSOIDAL)
return sinusoidal_progress;
else if (type == MSD_TIMELINE_PROGRESS_EXPONENTIAL)
return exponential_progress;
return NULL;
}
static gboolean
msd_timeline_run_frame (MsdTimeline *timeline,
gboolean enable_animations)
{
MsdTimelinePrivate *priv;
gdouble linear_progress, progress;
guint elapsed_time;
MsdTimelineProgressFunc progress_func = NULL;
priv = msd_timeline_get_instance_private (timeline);
if (enable_animations)
{
elapsed_time = (guint) (g_timer_elapsed (priv->timer, NULL) * 1000);
linear_progress = (gdouble) elapsed_time / priv->duration;
if (priv->direction == MSD_TIMELINE_DIRECTION_BACKWARD)
linear_progress = 1 - linear_progress;
linear_progress = CLAMP (linear_progress, 0., 1.);
if (priv->progress_func)
progress_func = priv->progress_func;
else if (priv->progress_type)
progress_func = progress_type_to_func (priv->progress_type);
if (progress_func)
progress = (progress_func) (linear_progress);
else
progress = linear_progress;
}
else
progress = (priv->direction == MSD_TIMELINE_DIRECTION_FORWARD) ? 1.0 : 0.0;
g_signal_emit (timeline, signals [FRAME], 0,
CLAMP (progress, 0.0, 1.0));
if ((priv->direction == MSD_TIMELINE_DIRECTION_FORWARD && progress >= 1.0) ||
(priv->direction == MSD_TIMELINE_DIRECTION_BACKWARD && progress <= 0.0))
{
if (!priv->loop)
{
if (priv->source_id)
{
g_source_remove (priv->source_id);
priv->source_id = 0;
}
g_signal_emit (timeline, signals [FINISHED], 0);
return FALSE;
}
else
msd_timeline_rewind (timeline);
}
return TRUE;
}
static gboolean
msd_timeline_frame_idle_func (MsdTimeline *timeline)
{
return msd_timeline_run_frame (timeline, TRUE);
}
/**
* msd_timeline_new:
* @duration: duration in milliseconds for the timeline
*
* Creates a new #MsdTimeline with the specified number of frames.
*
* Return Value: the newly created #MsdTimeline
**/
MsdTimeline *
msd_timeline_new (guint duration)
{
return g_object_new (MSD_TYPE_TIMELINE,
"duration", duration,
NULL);
}
MsdTimeline *
msd_timeline_new_for_screen (guint duration,
GdkScreen *screen)
{
return g_object_new (MSD_TYPE_TIMELINE,
"duration", duration,
"screen", screen,
NULL);
}
/**
* msd_timeline_start:
* @timeline: A #MsdTimeline
*
* Runs the timeline from the current frame.
**/
void
msd_timeline_start (MsdTimeline *timeline)
{
MsdTimelinePrivate *priv;
GtkSettings *settings;
gboolean enable_animations = FALSE;
g_return_if_fail (MSD_IS_TIMELINE (timeline));
priv = msd_timeline_get_instance_private (timeline);
if (priv->screen)
{
settings = gtk_settings_get_for_screen (priv->screen);
g_object_get (settings, "gtk-enable-animations", &enable_animations, NULL);
}
if (enable_animations)
{
if (!priv->source_id)
{
if (priv->timer)
g_timer_continue (priv->timer);
else
priv->timer = g_timer_new ();
/* sanity check */
g_assert (priv->fps > 0);
g_signal_emit (timeline, signals [STARTED], 0);
priv->source_id = gdk_threads_add_timeout (FRAME_INTERVAL (priv->fps),
(GSourceFunc) msd_timeline_frame_idle_func,
timeline);
}
}
else
{
/* If animations are not enabled, only run the last frame,
* it take us instantaneously to the last state of the animation.
* The only potential flaw happens when people use the ::finished
* signal to trigger another animation, or even worse, finally
* loop into this animation again.
*/
g_signal_emit (timeline, signals [STARTED], 0);
msd_timeline_run_frame (timeline, FALSE);
}
}
/**
* msd_timeline_pause:
* @timeline: A #MsdTimeline
*
* Pauses the timeline.
**/
void
msd_timeline_pause (MsdTimeline *timeline)
{
MsdTimelinePrivate *priv;
g_return_if_fail (MSD_IS_TIMELINE (timeline));
priv = msd_timeline_get_instance_private (timeline);
if (priv->source_id)
{
g_source_remove (priv->source_id);
priv->source_id = 0;
g_timer_stop (priv->timer);
g_signal_emit (timeline, signals [PAUSED], 0);
}
}
/**
* msd_timeline_rewind:
* @timeline: A #MsdTimeline
*
* Rewinds the timeline.
**/
void
msd_timeline_rewind (MsdTimeline *timeline)
{
MsdTimelinePrivate *priv;
g_return_if_fail (MSD_IS_TIMELINE (timeline));
priv = msd_timeline_get_instance_private (timeline);
/* destroy and re-create timer if neccesary */
if (priv->timer)
{
g_timer_destroy (priv->timer);
if (msd_timeline_is_running (timeline))
priv->timer = g_timer_new ();
else
priv->timer = NULL;
}
}
/**
* msd_timeline_is_running:
* @timeline: A #MsdTimeline
*
* Returns whether the timeline is running or not.
*
* Return Value: %TRUE if the timeline is running
**/
gboolean
msd_timeline_is_running (MsdTimeline *timeline)
{
MsdTimelinePrivate *priv;
g_return_val_if_fail (MSD_IS_TIMELINE (timeline), FALSE);
priv = msd_timeline_get_instance_private (timeline);
return (priv->source_id != 0);
}
/**
* msd_timeline_get_fps:
* @timeline: A #MsdTimeline
*
* Returns the number of frames per second.
*
* Return Value: frames per second
**/
guint
msd_timeline_get_fps (MsdTimeline *timeline)
{
MsdTimelinePrivate *priv;
g_return_val_if_fail (MSD_IS_TIMELINE (timeline), 1);
priv = msd_timeline_get_instance_private (timeline);
return priv->fps;
}
/**
* msd_timeline_set_fps:
* @timeline: A #MsdTimeline
* @fps: frames per second
*
* Sets the number of frames per second that
* the timeline will play.
**/
void
msd_timeline_set_fps (MsdTimeline *timeline,
guint fps)
{
MsdTimelinePrivate *priv;
g_return_if_fail (MSD_IS_TIMELINE (timeline));
g_return_if_fail (fps > 0);
priv = msd_timeline_get_instance_private (timeline);
priv->fps = fps;
if (msd_timeline_is_running (timeline))
{
g_source_remove (priv->source_id);
priv->source_id = gdk_threads_add_timeout (FRAME_INTERVAL (priv->fps),
(GSourceFunc) msd_timeline_run_frame,
timeline);
}
g_object_notify (G_OBJECT (timeline), "fps");
}
/**
* msd_timeline_get_loop:
* @timeline: A #MsdTimeline
*
* Returns whether the timeline loops to the
* beginning when it has reached the end.
*
* Return Value: %TRUE if the timeline loops
**/
gboolean
msd_timeline_get_loop (MsdTimeline *timeline)
{
MsdTimelinePrivate *priv;
g_return_val_if_fail (MSD_IS_TIMELINE (timeline), FALSE);
priv = msd_timeline_get_instance_private (timeline);
return priv->loop;
}
/**
* msd_timeline_set_loop:
* @timeline: A #MsdTimeline
* @loop: %TRUE to make the timeline loop
*
* Sets whether the timeline loops to the beginning
* when it has reached the end.
**/
void
msd_timeline_set_loop (MsdTimeline *timeline,
gboolean loop)
{
MsdTimelinePrivate *priv;
g_return_if_fail (MSD_IS_TIMELINE (timeline));
priv = msd_timeline_get_instance_private (timeline);
priv->loop = loop;
g_object_notify (G_OBJECT (timeline), "loop");
}
void
msd_timeline_set_duration (MsdTimeline *timeline,
guint duration)
{
MsdTimelinePrivate *priv;
g_return_if_fail (MSD_IS_TIMELINE (timeline));
priv = msd_timeline_get_instance_private (timeline);
priv->duration = duration;
g_object_notify (G_OBJECT (timeline), "duration");
}
guint
msd_timeline_get_duration (MsdTimeline *timeline)
{
MsdTimelinePrivate *priv;
g_return_val_if_fail (MSD_IS_TIMELINE (timeline), 0);
priv = msd_timeline_get_instance_private (timeline);
return priv->duration;
}
/**
* msd_timeline_get_direction:
* @timeline: A #MsdTimeline
*
* Returns the direction of the timeline.
*
* Return Value: direction
**/
MsdTimelineDirection
msd_timeline_get_direction (MsdTimeline *timeline)
{
MsdTimelinePrivate *priv;
g_return_val_if_fail (MSD_IS_TIMELINE (timeline), MSD_TIMELINE_DIRECTION_FORWARD);
priv = msd_timeline_get_instance_private (timeline);
return priv->direction;
}
/**
* msd_timeline_set_direction:
* @timeline: A #MsdTimeline
* @direction: direction
*
* Sets the direction of the timeline.
**/
void
msd_timeline_set_direction (MsdTimeline *timeline,
MsdTimelineDirection direction)
{
MsdTimelinePrivate *priv;
g_return_if_fail (MSD_IS_TIMELINE (timeline));
priv = msd_timeline_get_instance_private (timeline);
priv->direction = direction;
g_object_notify (G_OBJECT (timeline), "direction");
}
GdkScreen *
msd_timeline_get_screen (MsdTimeline *timeline)
{
MsdTimelinePrivate *priv;
g_return_val_if_fail (MSD_IS_TIMELINE (timeline), NULL);
priv = msd_timeline_get_instance_private (timeline);
return priv->screen;
}
void
msd_timeline_set_screen (MsdTimeline *timeline,
GdkScreen *screen)
{
MsdTimelinePrivate *priv;
g_return_if_fail (MSD_IS_TIMELINE (timeline));
g_return_if_fail (GDK_IS_SCREEN (screen));
priv = msd_timeline_get_instance_private (timeline);
if (priv->screen)
g_object_unref (priv->screen);
priv->screen = g_object_ref (screen);
g_object_notify (G_OBJECT (timeline), "screen");
}
void
msd_timeline_set_progress_type (MsdTimeline *timeline,
MsdTimelineProgressType type)
{
MsdTimelinePrivate *priv;
g_return_if_fail (MSD_IS_TIMELINE (timeline));
priv = msd_timeline_get_instance_private (timeline);
priv->progress_type = type;
g_object_notify (G_OBJECT (timeline), "progress-type");
}
MsdTimelineProgressType
msd_timeline_get_progress_type (MsdTimeline *timeline)
{
MsdTimelinePrivate *priv;
g_return_val_if_fail (MSD_IS_TIMELINE (timeline), MSD_TIMELINE_PROGRESS_LINEAR);
priv = msd_timeline_get_instance_private (timeline);
if (priv->progress_func)
return MSD_TIMELINE_PROGRESS_LINEAR;
return priv->progress_type;
}
/**
* msd_timeline_set_progress_func:
* @timeline: A #MsdTimeline
* @progress_func: progress function
*
* Sets the progress function. This function will be used to calculate
* a different progress to pass to the ::frame signal based on the
* linear progress through the timeline. Setting progress_func
* to %NULL will make the timeline use the default function,
* which is just a linear progress.
*
* All progresses are in the [0.0, 1.0] range.
**/
void
msd_timeline_set_progress_func (MsdTimeline *timeline,
MsdTimelineProgressFunc progress_func)
{
MsdTimelinePrivate *priv;
g_return_if_fail (MSD_IS_TIMELINE (timeline));
priv = msd_timeline_get_instance_private (timeline);
priv->progress_func = progress_func;
}
gdouble
msd_timeline_get_progress (MsdTimeline *timeline)
{
MsdTimelinePrivate *priv;
MsdTimelineProgressFunc progress_func = NULL;
gdouble linear_progress, progress;
guint elapsed_time;
g_return_val_if_fail (MSD_IS_TIMELINE (timeline), 0.0);
priv = msd_timeline_get_instance_private (timeline);
if (!priv->timer)
return 0.;
elapsed_time = (guint) (g_timer_elapsed (priv->timer, NULL) * 1000);
linear_progress = (gdouble) elapsed_time / priv->duration;
if (priv->direction == MSD_TIMELINE_DIRECTION_BACKWARD)
linear_progress = 1 - linear_progress;
linear_progress = CLAMP (linear_progress, 0., 1.);
if (priv->progress_func)
progress_func = priv->progress_func;
else if (priv->progress_type)
progress_func = progress_type_to_func (priv->progress_type);
if (progress_func)
progress = (progress_func) (linear_progress);
else
progress = linear_progress;
return CLAMP (progress, 0., 1.);
}
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