Class: Clutter::Animator

Inherits:
Object
  • Object
show all
Defined in:
(unknown)

Overview

The Clutter::AnimatorClass structure contains only private data

Instance Method Summary collapse

Constructor Details

#initializeClutter::Animator

Creates a new Clutter::Animator instance

Instance Method Details

#compute_value(object, property_name, progress, value) ⇒ Boolean

Compute the value for a managed property at a given progress.

If the property is an ease-in property, the current value of the property on the object will be used as the starting point for computation.

Parameters:

  • object (GObject::Object)

    a #GObject

  • property_name (String)

    the name of the property on object to check

  • progress (Float)

    a value between 0.0 and 1.0

  • value (GObject::Value)

    an initialized value to store the computed result

Returns:

  • (Boolean)

    true if the computation yields has a value, otherwise (when an error occurs or the progress is before any of the keys) false is returned and the #GValue is left untouched

#durationInteger

The duration of the Clutter::Timeline used by the #ClutterAnimator to drive the animation

Returns:

  • (Integer)

    duration

#duration=(duration) ⇒ Integer

The duration of the Clutter::Timeline used by the #ClutterAnimator to drive the animation

Parameters:

  • duration (Integer)

Returns:

  • (Integer)

    duration

  • (Integer)

    duration

#get_keys(object, property_name, progress) ⇒ GLib::List<Clutter::AnimatorKey>

Returns a list of pointers to opaque structures with accessor functions that describe the keys added to an animator.

Parameters:

  • object (GObject::Object)

    a #GObject to search for, or nil for all objects

  • property_name (String)

    a specific property name to query for, or nil for all properties

  • progress (Float)

    a specific progress to search for, or a negative value for all progresses

Returns:

  • (GLib::List<Clutter::AnimatorKey>)

    a list of Clutter::AnimatorKeys; the contents of the list are owned by the Clutter::Animator, but you should free the returned list when done, using g_list_free()

#property_get_ease_in(object, property_name) ⇒ Boolean

Checks if a property value is to be eased into the animation.

Parameters:

  • object (GObject::Object)

    a #GObject

  • property_name (String)

    the name of a property on object

Returns:

  • (Boolean)

    true if the property is eased in

#property_get_interpolation(object, property_name) ⇒ Clutter::Interpolation

Get the interpolation used by animator for a property on a particular object.

Parameters:

  • object (GObject::Object)

    a #GObject

  • property_name (String)

    the name of a property on object

Returns:

#property_set_ease_in(object, property_name, ease_in) ⇒ nil

Sets whether a property value is to be eased into the animation.

Parameters:

  • object (GObject::Object)

    a #GObject

  • property_name (String)

    the name of a property on object

  • ease_in (Boolean)

    we are going to be easing in this property

Returns:

  • (nil)

#property_set_interpolation(object, property_name, interpolation) ⇒ nil

Set the interpolation method to use, %CLUTTER_INTERPOLATION_LINEAR causes the values to linearly change between the values, and %CLUTTER_INTERPOLATION_CUBIC causes the values to smoothly change between the values.

Parameters:

  • object (GObject::Object)

    a #GObject

  • property_name (String)

    the name of a property on object

  • interpolation (Clutter::Interpolation)

    the Clutter::Interpolation to use

Returns:

  • (nil)

#remove_key(object, property_name, progress) ⇒ nil

Removes all keys matching the conditions specificed in the arguments.

Parameters:

  • object (GObject::Object)

    a #GObject to search for, or nil for all

  • property_name (String)

    a specific property name to query for, or nil for all

  • progress (Float)

    a specific progress to search for or a negative value for all

Returns:

  • (nil)

#set(first_object, first_property_name, first_mode, first_progress, array) ⇒ nil

Adds multiple keys to a Clutter::Animator, specifying the value a given property should have at a given progress of the animation. The mode specified is the mode used when going to this key from the previous key of the property_name

If a given (object, property, progress) tuple already exist the mode and value will be replaced with the new values.

Parameters:

  • first_object (GObject)

    a #GObject

  • first_property_name (String)

    the property to specify a key for

  • first_mode (Integer)

    the id of the alpha function to use

  • first_progress (Float)

    at which stage of the animation this value applies; the range is a normalized floating point value between 0 and 1

  • array (Array)

    the value first_property_name should have for first_object at first_progress, followed by more (object, property_name, mode, progress, value) tuples, followed by nil

Returns:

  • (nil)

#set_key(object, property_name, mode, progress, value) ⇒ Clutter::Animator

Sets a single key in the Clutter::Animator for the property_name of object at progress.

See also: clutter_animator_set()

Parameters:

  • object (GObject::Object)

    a #GObject

  • property_name (String)

    the property to specify a key for

  • mode (Integer)

    the id of the alpha function to use

  • progress (Float)

    the normalized range at which stage of the animation this value applies

  • value (GObject::Value)

    the value property_name should have at progress.

Returns:

#startClutter::Timeline

Start the ClutterAnimator, this is a thin wrapper that rewinds and starts the animators current timeline.

Returns:

  • (Clutter::Timeline)

    the Clutter::Timeline that drives the animator. The returned timeline is owned by the Clutter::Animator and it should not be unreferenced

#timelineClutter::Timeline

The Clutter::Timeline used by the #ClutterAnimator to drive the animation

Returns:

#timeline=(timeline) ⇒ Clutter::Timeline

The Clutter::Timeline used by the #ClutterAnimator to drive the animation

Parameters:

Returns: