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Clutter 0.2 Reference Manual | ![]() |
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ClutterTimeline; ClutterTimelineClass; ClutterTimeline* clutter_timeline_new (guint n_frames, guint fps); void clutter_timeline_set_speed (ClutterTimeline *timeline, guint fps); guint clutter_timeline_get_speed (ClutterTimeline *timeline); void clutter_timeline_start (ClutterTimeline *timeline); void clutter_timeline_pause (ClutterTimeline *timeline); void clutter_timeline_stop (ClutterTimeline *timeline); void clutter_timeline_set_loop (ClutterTimeline *timeline, gboolean loop); gboolean clutter_timeline_get_loop (ClutterTimeline *timeline); void clutter_timeline_rewind (ClutterTimeline *timeline); void clutter_timeline_skip (ClutterTimeline *timeline, guint n_frames); void clutter_timeline_advance (ClutterTimeline *timeline, guint frame_num); gint clutter_timeline_get_current_frame (ClutterTimeline *timeline); void clutter_timeline_set_n_frames (ClutterTimeline *timeline, guint n_frames); guint clutter_timeline_get_n_frames (ClutterTimeline *timeline); gboolean clutter_timeline_is_playing (ClutterTimeline *timeline);
"fps" gint : Read / Write / Construct "loop" gboolean : Read / Write / Construct "num-frames" gint : Read / Write
"completed" void user_function (ClutterTimeline *cluttertimeline, gpointer user_data) : Run last "new-frame" void user_function (ClutterTimeline *timeline, gint frame_num, gpointer user_data) : Run last "paused" void user_function (ClutterTimeline *cluttertimeline, gpointer user_data) : Run last "started" void user_function (ClutterTimeline *cluttertimeline, gpointer user_data) : Run last
typedef struct _ClutterTimeline ClutterTimeline;
ClutterTimeline has no publicly available members.
typedef struct { GObjectClass parent_class; void (*started) (ClutterTimeline *timeline); void (*completed) (ClutterTimeline *timeline); void (*paused) (ClutterTimeline *timeline); void (*new_frame) (ClutterTimeline *timeline, gint frame_num); void (*_clutter_timeline_1) (void); void (*_clutter_timeline_2) (void); void (*_clutter_timeline_3) (void); void (*_clutter_timeline_4) (void); void (*_clutter_timeline_5) (void); } ClutterTimelineClass;
ClutterTimeline* clutter_timeline_new (guint n_frames, guint fps);
Create a new ClutterTimeline instance.
n_frames : |
the number of frames |
fps : |
the number of frames per second |
Returns : | a new ClutterTimeline |
void clutter_timeline_set_speed (ClutterTimeline *timeline, guint fps);
Set the speed in frames per second of the timeline.
timeline : |
A ClutterTimeline |
fps : |
New speed of timeline as frames per second |
guint clutter_timeline_get_speed (ClutterTimeline *timeline);
Gets the frames per second played by timeline
timeline : |
a ClutterTimeline |
Returns : | the number of frames per second. |
void clutter_timeline_start (ClutterTimeline *timeline);
Starts the ClutterTimeline playing.
timeline : |
A ClutterTimeline |
void clutter_timeline_pause (ClutterTimeline *timeline);
Pauses the ClutterTimeline on current frame
timeline : |
A ClutterTimeline |
void clutter_timeline_stop (ClutterTimeline *timeline);
Stops the ClutterTimeline and moves to frame 0
timeline : |
A ClutterTimeline |
void clutter_timeline_set_loop (ClutterTimeline *timeline, gboolean loop);
Sets whether timeline
should loop.
timeline : |
a ClutterTimeline |
loop : |
TRUE for enable looping
|
gboolean clutter_timeline_get_loop (ClutterTimeline *timeline);
Gets whether timeline
is looping
timeline : |
a ClutterTimeline |
Returns : | TRUE if the timeline is looping
|
void clutter_timeline_rewind (ClutterTimeline *timeline);
Rewinds ClutterTimeline to frame 0.
timeline : |
A ClutterTimeline |
void clutter_timeline_skip (ClutterTimeline *timeline, guint n_frames);
Advance timeline by requested number of frames.
timeline : |
A ClutterTimeline |
n_frames : |
Number of frames to skip |
void clutter_timeline_advance (ClutterTimeline *timeline, guint frame_num);
Advance timeline to requested frame number
timeline : |
A ClutterTimeline |
frame_num : |
Frame number to advance to |
gint clutter_timeline_get_current_frame (ClutterTimeline *timeline);
Request the current frame number of the timeline.
timeline : |
A ClutterTimeline |
Returns : | current frame number |
void clutter_timeline_set_n_frames (ClutterTimeline *timeline, guint n_frames);
Sets the total number of frames for timeline
timeline : |
a ClutterTimeline |
n_frames : |
the number of frames |
guint clutter_timeline_get_n_frames (ClutterTimeline *timeline);
Request the total number of frames for the ClutterTimeline.
timeline : |
A ClutterTimeline |
Returns : | Number of frames for this ClutterTimeline. |
gboolean clutter_timeline_is_playing (ClutterTimeline *timeline);
Query state of a ClutterTimeline instance.
timeline : |
A ClutterTimeline |
Returns : | TRUE if timeline is currently playing, FALSE if not. |
fps
" property"fps" gint : Read / Write / Construct
Timeline frames per second.
Allowed values: [0,1000]
Default value: 50
loop
" property"loop" gboolean : Read / Write / Construct
Should the timeline automatically restart.
Default value: FALSE
void user_function (ClutterTimeline *cluttertimeline, gpointer user_data) : Run last
The ClutterTimeline has completed running.
cluttertimeline : |
the object which received the signal. |
user_data : |
user data set when the signal handler was connected. |
void user_function (ClutterTimeline *timeline, gint frame_num, gpointer user_data) : Run last
The ::new-frame signal is emitted each time a new frame in the timeline is reached.
timeline : |
the timeline which received the signal |
frame_num : |
the number of the new frame |
user_data : |
user data set when the signal handler was connected. |
void user_function (ClutterTimeline *cluttertimeline, gpointer user_data) : Run last
The ClutterTimeline has been paused.
cluttertimeline : |
the object which received the signal. |
user_data : |
user data set when the signal handler was connected. |
void user_function (ClutterTimeline *cluttertimeline, gpointer user_data) : Run last
The ClutterTimeline has been started.
cluttertimeline : |
the object which received the signal. |
user_data : |
user data set when the signal handler was connected. |