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<span class="type">ClutterAnimator</span></th></tr><tr><td width="20%" align="left"><a accesskey="p" href="animations-rotating.html">Prev</a> </td><th width="60%" align="center">Chapter 5. Animations</th><td width="20%" align="right"> <a accesskey="n" href="animations-reuse.html">Next</a></td></tr></table><hr></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="animations-complex"></a>5. Creating complex animations with
<span class="type">ClutterAnimator</span></h2></div></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp73797904"></a>5.1. Problem</h3></div></div></div><p>You want to create a complex animation involving one or more
actors. The animation will consist of a sequence of transitions
over multiple properties on each actor.</p><p>An example might be moving several actors between points,
with different types of movement for each part of the path, while
transforming each actor (e.g. scaling or rotating it).</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp73800032"></a>5.2. Solution</h3></div></div></div><p>Use a <span class="type">ClutterAnimator</span> to define the animation.</p><p>Because there are many complex animations you
<span class="emphasis"><em>could</em></span> implement, the example below does
this:</p><p><video controls="controls" src="videos/animations-complex.ogv"><a href="videos/animations-complex.ogv"></a></video></p><p>Although this uses a single actor, the animation is complex
enough to make it difficult to implement with implicit animations
or <span class="type">ClutterState</span> (see
<a class="link" href="animations-complex.html#animations-complex-why-clutteranimator" title="5.3.2. Why ClutterAnimator?">the Discussion
section</a> for reasons why).</p><p>Here is a JSON definition of the stage, actors, and
the <span class="type">ClutterAnimator</span> for this
animation:</p><div class="example"><a name="animations-complex-example-1"></a><p class="title"><b>Example 5.2. JSON definition of a complex animation using
<span class="type">ClutterAnimator</span></b></p><div class="example-contents"><pre class="programlisting">[
{
"type" : "ClutterStage",
"id" : "stage",
"width" : 400,
"height" : 400,
"color" : "#333355ff",
"signals" : [
{ "name" : "destroy", "handler" : "clutter_main_quit" },
{ "name" : "key-press-event", "handler" : "foo_key_pressed_cb" }
],
"children" : [
{
"type" : "ClutterRectangle",
"id" : "rectangle",
"color" : "red",
"width" : 100,
"height" : 100,
"x" : 0,
"y" : 0,
"scale-gravity" : "center"
}
]
},
{
"type" : "ClutterAnimator",
"id" : "animator",
"duration" : 3000,
"properties" : [
{
"object" : "rectangle",
"name" : "x",
"ease-in" : true,
"keys" : [
[ 0.0, "linear", 0.0 ],
[ 0.1, "easeInCubic", 150.0 ],
[ 0.8, "linear", 150.0 ],
[ 1.0, "easeInCubic", 0.0 ]
]
},
{
"object" : "rectangle",
"name" : "y",
"ease-in" : true,
"keys" : [
[ 0.0, "linear", 0.0 ],
[ 0.1, "easeInCubic", 150.0 ],
[ 0.8, "linear", 150.0 ],
[ 1.0, "easeInCubic", 300.0 ]
]
},
{
"object" : "rectangle",
"name" : "scale-x",
"ease-in" : true,
"keys" : [
[ 0.1, "linear", 1.0 ],
[ 0.3, "easeOutBounce", 2.0 ],
[ 0.8, "linear", 2.0 ],
[ 1.0, "linear", 1.0 ]
]
},
{
"object" : "rectangle",
"name" : "scale-y",
"ease-in" : true,
"keys" : [
[ 0.1, "linear", 1.0 ],
[ 0.3, "easeOutBounce", 2.0 ],
[ 0.8, "linear", 2.0 ],
[ 1.0, "linear", 1.0 ]
]
}
]
}
]
</pre></div></div><br class="example-break"><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>The core to understanding this example is understanding
how to define keys for a <span class="type">ClutterAnimator</span>. As
this is an involved topic, further explanation
is given in <a class="link" href="animations-complex.html#animations-complex-discussion-keys" title="5.3.1. Understanding keys and key frames">the
Discussion section</a>.</p></div><p>The program for loading this JSON definition from a file
is as follows:</p><div class="example"><a name="animations-complex-example-2"></a><p class="title"><b>Example 5.3. Simple program for loading a JSON script;
any key press starts the animation</b></p><div class="example-contents"><pre class="programlisting">#include <stdlib.h>
#include <clutter/clutter.h>
#define UI_FILE "animations-complex.json"
/*
* start the animation when a key is pressed;
* see the signals recipe in the Script chapter for more details
*/
gboolean
foo_key_pressed_cb (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
ClutterScript *script = CLUTTER_SCRIPT (user_data);
ClutterAnimator *animator;
clutter_script_get_objects (script,
"animator", &animator,
NULL);
if (clutter_timeline_is_playing (clutter_animator_get_timeline (animator)))
return FALSE;
clutter_animator_start (animator);
return TRUE;
}
int
main (int argc, char *argv[])
{
gchar *filename = UI_FILE;
ClutterScript *script;
ClutterActor *stage;
GError *error = NULL;
if (argc > 1)
filename = argv[1];
if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
return 1;
script = clutter_script_new ();
clutter_script_load_from_file (script, filename, &error);
if (error != NULL)
{
g_critical ("Error loading ClutterScript file %s\n%s", filename, error->message);
g_error_free (error);
exit (EXIT_FAILURE);
}
/* connect signal handlers as defined in the script */
clutter_script_connect_signals (script, script);
clutter_script_get_objects (script,
"stage", &stage,
NULL);
clutter_actor_show (stage);
clutter_main ();
g_object_unref (script);
return EXIT_SUCCESS;
}
</pre></div></div><br class="example-break"><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>It is also possible to use the <span class="type">ClutterAnimator</span>
C API to define keys for an animation, but this will
typically be much more verbose than the JSON equivalent.</p><p>One other advantage of JSON is that it is much simpler
to tweak and test an animation, as you don't have to recompile
the application each time you edit it (you just load
the new JSON file).</p></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="animations-complex-discussion"></a>5.3. Discussion</h3></div></div></div><p>You can think of <span class="type">ClutterAnimator</span>
as a way to give directions to actors. For example,
you could give a real (human) actor a direction like "move
downstage; when you get there, stop and
rotate 90 degrees to your right". In code,
this might equate to a transition in the <code class="varname">x</code>
and <code class="varname">y</code> properties of the actor, followed by a
rotation in one axis.</p><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p><span class="type">ClutterAnimator</span> can give
"directions" to any type of GObject, but we concentrate
on animating <span class="type">ClutterActors</span> in this section.</p></div><p>Each direction like this has an implicit
timeline, spanning the length of time the direction should
take to fulfil (you set the length of the timeline through
the <code class="varname">duration</code> property of the
<span class="type">ClutterAnimator</span>). But within that timeline, you may
change the proportion of time spent on each action: "move
downstage quickly, then slowly rotate 90 degrees
to your right". The direction is the same, but we've
specified how much of the timeline should be devoted to each
action.</p><p>In <span class="type">ClutterAnimator</span>, this concept is
captured by <span class="emphasis"><em>key frames</em></span>. A
key frame represents a point somewhere along the timeline,
with one or more target property values for one or more actors.
A <span class="type">ClutterAnimator</span> manages the transitions
between property values for each object, ensuring that
the target values are reached when the associated key frame
is reached.</p><p>To change the amount of time a transition
should take, you change the percentage of the timeline
between key frames. Using our real stage directions as an
example, you might define the key frames like this:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem"><p><span class="emphasis"><em>0.2 (after 20% of the timeline):</em></span>
arrive downstage</p></li><li class="listitem"><p><span class="emphasis"><em>1.0 (by the end of the timeline):</em></span>
achieve a 90 degree rotation to the right</p></li></ul></div><p>See
<a class="link" href="animations-complex.html#animations-complex-discussion-keys" title="5.3.1. Understanding keys and key frames">this
section</a> for more details about keys and key frames.</p><p>Finally, a direction might be further refined with
a description of the kind of movement to use:
rather than saying "move downstage quickly, then
slowly rotate 90 degrees to your right" a director could say:
"start off slowly, but build up to a run;
run downstage quickly; then stop and start rotating
slowly to your right, gradually speeding up, turn a little more, then slow
down gradually; you should end up rotated 90 degrees to your right"
(this granularity of description is closer to what you might
see in dance notation like
<a class="ulink" href="" target="_top">Laban</a>;
though of course you can't animate human opacity, scale, dimensions
etc...).</p><p><span class="type">ClutterAnimator</span> gives you this level of
granularity. Each transition to a property value between
key frames can have a separate <span class="emphasis"><em>easing mode</em></span>:
for example, starting off slowly and building to a constant
speed equates to an "ease in" mode; starting slowly, speeding
up, maintaining a constant speed, then gradually slowing down
equates to "ease in and ease out".</p><p>To summarise: creating a complex animation means deciding:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem"><p>Which properties need to change on which actors?</p></li><li class="listitem"><p>What target value should each property transition to?</p></li><li class="listitem"><p>How quickly (by which key frame) should the property
reach the target value?</p></li><li class="listitem"><p>What "shape" (easing mode) should the change to
the target value follow?</p></li></ul></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="animations-complex-discussion-keys"></a>5.3.1. Understanding keys and key frames</h4></div></div></div><p>A <span class="type">ClutterAnimator</span> maintains a list of
<code class="varname">properties</code> objects, each being a unique pair
of <code class="varname">object</code> (an object to be animated) +
<code class="varname">name</code> (name of the property
to be animated on that object).</p><p>Each <code class="varname">properties</code> object in turn has a
list of keys, with each key having three elements:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem"><p>The <span class="emphasis"><em>key frame</em></span>, expressed as a fraction
(between 0.0 and 1.0) of the duration of the animation. At this
point, the named property should reach a target value.</p></li><li class="listitem"><p>The <span class="emphasis"><em>easing mode</em></span> to use to transition
the property to that value.</p></li><li class="listitem"><p>The <span class="emphasis"><em>target value</em></span> the property
should transition to.</p></li></ul></div><p>For example:</p><div class="informalexample"><pre class="programlisting">{
"object" : "rectangle",
"name" : "x",
"ease-in" : true,
"keys" : [
[ 0.0, "linear", 0.0 ],
[ 0.1, "easeInCubic", 150.0 ],
[ 0.8, "linear", 150.0 ],
[ 1.0, "easeInCubic", 0.0 ]
]
}</pre></div><p>defines a sequence of transitions for the <code class="varname">x</code>
property (position on the x axis) of the <code class="code">rectangle</code>
object, as follows:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p><span class="emphasis"><em>[ 0.0, "linear", 0.0 ]</em></span>:
At the start of the animation, <code class="code">x</code> should be
0.0; <code class="code">linear</code> is used as the easing mode, as there
is no transition here.</p></li><li class="listitem"><p><span class="emphasis"><em>[ 0.1, "easeInCubic", 150.0 ]</em></span>:
By 10% of the way through the animation,
<code class="code">x</code> should reach a value of <code class="code">150.0</code>.
This moves the rectangle horizontally across the stage.</p><p>The <code class="code">easeInCubic</code> easing mode means that
the transition to the new value starts slow and speeds up.
This makes the movement look more "natural".</p></li><li class="listitem"><p><span class="emphasis"><em>[ 0.8, "linear", 150.0 ]</em></span>:
From 10% of the way through the animation to 80%
of the way through, the <code class="code">x</code> value remains at
<code class="code">150.0</code>. This makes the rectangle stay still
on the x axis throughout this period.</p><p>It's important to specify interim key frames if
in a later key frame you intend to change the value again
(as is done for the <code class="code">x</code> value here). Otherwise
you can get premature transitions to a value over longer
periods than you intended. By specifying the interim
key frames where the value remains constant, you ensure
that it doesn't change before you want it to.</p></li><li class="listitem"><p><span class="emphasis"><em>[ 1.0, "easeInCubic", 0.0 ]</em></span>:
From 80% of the way through the animation to the end,
the <code class="code">x</code> value should transition back to
<code class="code">0.0</code>. This moves the actor back to its
starting position on the x axis. Again, an <code class="code">easeInCubic</code>
easing mode is used to make the transition appear more natural.</p></li></ol></div><p>There are two more properties you can set for each
object/property pair:</p><div class="orderedlist"><ol class="orderedlist" type="1"><li class="listitem"><p>Set <code class="varname">ease-in</code> to <code class="code">true</code> to
animate to the target value at the first key frame. If
<code class="varname">ease-in</code> is false, the animation will
"jump" to the target value instead (if the target value is
different from the current value).</p></li><li class="listitem"><p>Set <code class="varname">interpolation</code> to either
<code class="code">"linear"</code> (the default) or <code class="code">"cubic"</code>.
This sets how <span class="type">ClutterAnimator</span> transitions between
key frames; in effect, it further modulates any easing modes
set on individual keys: if set to <code class="code">"cubic"</code>, you
get a slightly more natural and gentle transition between
key frames than you do if set to <code class="code">"linear"</code>.</p></li></ol></div></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="animations-complex-why-clutteranimator"></a>5.3.2. Why <span class="type">ClutterAnimator</span>?</h4></div></div></div><p>Why use <span class="type">ClutterAnimator</span> and not the other
<a class="link" href="animations.html#animations-introduction-api" title="1.3. Clutter's animation API">Clutter animation
approaches</a> for complex animations?</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem"><p><span class="emphasis"><em>Implicit animations</em></span> can animate
properties on a single actor; however, you can only specify a
single transition for each property. Also, it's not possible
to describe complex movement along a path in a single implicit
animation: you would have to chain several animations together
to do that.</p><p>To animate multiple actors, you'd also need multiple
implicit animations, one for each actor. These animations would
also need to be synchronized (for example, by sharing a
single timeline).</p><p>So it would be possible, but more difficult than
an implementation using <span class="type">ClutterAnimator</span>.</p></li><li class="listitem"><p><span class="emphasis"><em><span class="type">ClutterState</span></em></span> can
be used for complex animations: each state can describe
transitions for multiple actors and multiple properties.
However, to make continuous movement (as in the example),
you would need to write a state for each movement between a
pair of points; then add a callback so that when each state
is reached, the animation moves onto the next state. This
adds some code (a handler for the <code class="code">completed</code>
signal emitted by the <span class="type">ClutterState</span> to set
the next state). This could work OK for a few states,
but doesn't scale as well as <span class="type">ClutterAnimator</span>
if you have many transitions.</p><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p><span class="type">ClutterState</span> and
<span class="type">ClutterAnimator</span> are not mutually exclusive. If
you generally need to transition between several known states
(e.g. hiding/revealing menus which stay in the same place,
moving between two UI layouts), but want to create a
complex animation between states, you can use
<span class="type">ClutterAnimators</span> to define the transitions: see
the documentation for
<code class="function">clutter_state_set_animator()</code> for
details.</p></div></li></ul></div><p><span class="type">ClutterAnimator</span> is a good fit for complex
animations, and probably the best fit for the most complex:
it is the simplest way to encode a sequence of transitions
for a list of object/property pairs which can be treated
as a single animation. This is largely because
<span class="type">ClutterAnimator</span> is effectively managing the
chaining together of the individual transitions into a whole.</p><p>One other feature of <span class="type">ClutterAnimator</span> which
isn't demonstrated here is how it enables transitions to overlap.
For example, let's say you wanted an actor
to move along a complex path (e.g. described by five pairs of
x,y coordinates); but during that movement, you
wanted the actor to continuously transition to a scale of
4.0 on both the x and y axes.</p><p>To achieve this with <span class="type">ClutterState</span>, you would
need to set up five transitions (one to move to each pair of
x,y coordinates); plus a callback to chain the state transitions
together; and within each transition, you'd have to figure out a
percentage of the scaling to apply, so that the actor
was at a scale of 4.0 on reaching the final state.</p><p>With <span class="type">ClutterAnimator</span>, you can treat the
movement between the coordinates and the scaling separately
within the same animation, but overlap their key frames. This
makes coding overlapping animations of different properties
much more straightforward. See
<a class="link" href="animations-complex.html#animations-complex-example-3" title="Example 5.4. Running multiple transition sequences with different key frames in parallel using ClutterAnimator">this JSON
definition</a> for an example of how to do this.</p></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp75144160"></a>5.4. Full example</h3></div></div></div><div class="example"><a name="animations-complex-example-3"></a><p class="title"><b>Example 5.4. Running multiple transition sequences with
different key frames in parallel using
<span class="type">ClutterAnimator</span></b></p><div class="example-contents"><div class="note" style="margin-left: 0.5in; margin-right: 0.5in;"><h3 class="title">Note</h3><p>This JSON file can be loaded with the same code
as used for <a class="link" href="animations-complex.html#animations-complex-example-2" title="Example 5.3. Simple program for loading a JSON script; any key press starts the animation">this
example</a>, by passing the JSON file name on the command line:</p><pre class="screen">
<code class="prompt">$</code> <span class="command"><strong>./animations-complex animations-complex-overlapping.json</strong></span>
</pre></div><pre class="programlisting">[
{
"type" : "ClutterStage",
"id" : "stage",
"width" : 550,
"height" : 350,
"color" : "#333355ff",
"signals" : [
{ "name" : "destroy", "handler" : "clutter_main_quit" },
{ "name" : "key-press-event", "handler" : "foo_key_pressed_cb" }
],
"children" : [
{
"type" : "ClutterRectangle",
"id" : "rectangle",
"color" : "red",
"width" : 50,
"height" : 50,
"x" : 0,
"y" : 0,
"scale-gravity" : "center"
}
]
},
{
"type" : "ClutterAnimator",
"id" : "animator",
"duration" : 4000,
"properties" : [
{
"object" : "rectangle",
"name" : "x",
"ease-in" : true,
"keys" : [
[ 0.0, "linear", 0.0 ],
[ 0.1, "easeInCubic", 50.0 ],
[ 0.2, "easeInCubic", 200.0 ],
[ 0.4, "easeInCubic", 75.0 ],
[ 0.5, "easeOutCubic", 300.0 ],
[ 1.0, "easeInCubic", 400.0 ]
]
},
{
"object" : "rectangle",
"name" : "y",
"ease-in" : true,
"keys" : [
[ 0.0, "linear", 0.0 ],
[ 0.1, "easeInCubic", 50.0 ],
[ 0.2, "easeInCubic", 200.0 ],
[ 0.4, "easeInCubic", 75.0 ],
[ 0.5, "easeOutCubic", 150.0 ],
[ 1.0, "easeInCubic", 200.0 ]
]
},
{
"object" : "rectangle",
"name" : "scale-x",
"ease-in" : true,
"keys" : [
[ 0.0, "linear", 1.0 ],
[ 1.0, "linear", 4.0 ]
]
},
{
"object" : "rectangle",
"name" : "scale-y",
"ease-in" : true,
"keys" : [
[ 0.0, "linear", 1.0 ],
[ 1.0, "linear", 4.0 ]
]
}
]
}
]
</pre></div></div><br class="example-break"></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="animations-rotating.html">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="animations.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="animations-reuse.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">4. Rotating an actor </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> 6. Reusing a complex animation on different actors</td></tr></table></div></body></html>
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