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/* Copyright 2011-2014 Yorba Foundation
*
* This software is licensed under the GNU Lesser General Public License
* (version 2.1 or later). See the COPYING file in this distribution.
*/
/**
* Transitions are used in Shotwell for interstitial effects in slideshow mode. They may
* also be used elsewhere in future releases.
*
* Plugin writers should start by implementing a {@link Descriptor} which in turn Shotwell uses
* to instantiate an {@link Effect}.
*/
namespace Spit.Transitions {
/**
* The current version of the Transitions plugin interface.
*/
public const int CURRENT_INTERFACE = 0;
/**
* Direction indicates what direction (animated motion) the {@link Effect} should simulate the
* images are moving, if appropriate.
*
* The direction indicates from what side or corner of the screen the new image should come in from.
* Thus, a LEFT slide means the current image exits via the left-hand edge of the screen and the
* new image moves into place from the right-hand edge.
*
* UP, DOWN, and diagonals may be added at some point.
*/
public enum Direction {
LEFT = 0,
RIGHT = 1,
/**
* Convenience definition (for LTR readers).
*/
FORWARD = LEFT,
/**
* Convenience definition (for LTR readers).
*/
BACKWARD = RIGHT
}
/**
* Visuals contains the pertinent drawing information for the transition that must occur.
*
* A Visuals object is supplied to {@link Effect} at the start of the transition and during each
* call to paint to the screen.
*
* Note that if starting with a blank screen, from_pixbuf will be null and from_pos will be
* zeroed. The transition should be considered to start from a blank screen of the supplied
* background color.
*
* Also note that if transitioning to a blank screen, to_pixbuf will be null and to_pos will be
* zeroed. Like the prior case, the transition should move toward a blank screen of the background
* color.
*/
public class Visuals : Object {
/**
* Returns the starting pixbuf (the pixbuf currently on the display).
*
* If transitioning from a blank screen, this will return null.
*/
public Gdk.Pixbuf? from_pixbuf { get; private set; }
/**
* Returns the position of the starting pixbuf on the display.
*
* If transitioning from a blank screen, this will be zeroed.
*/
public Gdk.Rectangle from_pos { get; private set; }
/**
* Returns the ending pixbuf (the pixbuf that the transition should result in).
*
* If transitioning to a blank screen, this will return null.
*/
public Gdk.Pixbuf? to_pixbuf { get; private set; }
/**
* Returns the position of the ending pixbuf on the display.
*
* If transitioning to a blank screen, this will be zeroed.
*/
public Gdk.Rectangle to_pos { get; private set; }
/**
* Returns the background color of the viewport.
*/
public Gdk.RGBA bg_color { get; private set; }
public Visuals(Gdk.Pixbuf? from_pixbuf, Gdk.Rectangle from_pos, Gdk.Pixbuf? to_pixbuf,
Gdk.Rectangle to_pos, Gdk.RGBA bg_color) {
this.from_pixbuf = from_pixbuf;
this.from_pos = from_pos;
this.to_pixbuf = to_pixbuf;
this.to_pos = to_pos;
this.bg_color = bg_color;
}
//
// For future expansion.
//
protected virtual void reserved0() {}
protected virtual void reserved1() {}
protected virtual void reserved2() {}
protected virtual void reserved3() {}
protected virtual void reserved4() {}
protected virtual void reserved5() {}
protected virtual void reserved6() {}
protected virtual void reserved7() {}
}
/**
* Motion contains all the pertinent information regarding the animation of the transition.
*
* Some of Motion's information may not apply to a transition effect (such as Direction for a
* fade effect).
*/
public class Motion : Object {
/**
* Returns the direction the transition should occur in (if pertinent to the {@link Effect}.
*/
public Direction direction { get; private set; }
/**
* Returns the frames per second of the {@link Effect}.
*/
public int fps { get; private set; }
/**
* Returns the amount of time the transition should take (in milliseconds).
*/
public int duration_msec { get; private set; }
/**
* Returns the number of frames that should be required to perform the transition in the
* expected {@link duration_msec}.
*/
public int total_frames {
get {
return (int) ((double) fps * ((double) duration_msec / 1000.0));
}
}
/**
* Returns the approximate time between each frame draw (in milliseconds).
*/
public int tick_msec {
get {
return (int) (1000.0 / (double) fps);
}
}
public Motion(Direction direction, int fps, int duration_msec) {
this.direction = direction;
this.fps = fps;
this.duration_msec = duration_msec;
}
/**
* Returns a value from 0.0 to 1.0 that represents the percentage of the transition's completion
* for the specified frame.
*/
public double get_alpha(int frame_number) {
return (double) frame_number / (double) total_frames;
}
//
// For future expansion.
//
protected virtual void reserved0() {}
protected virtual void reserved1() {}
protected virtual void reserved2() {}
protected virtual void reserved3() {}
protected virtual void reserved4() {}
protected virtual void reserved5() {}
protected virtual void reserved6() {}
protected virtual void reserved7() {}
}
/**
* A Descriptor offers a factory method for creating {@link Effect} instances.
*/
public interface Descriptor : Object, Spit.Pluggable {
/**
* Returns an instance of the {@link Effect} this descriptor represents.
*/
public abstract Effect create(Spit.HostInterface host);
//
// For future expansion.
//
protected virtual void reserved0() {}
protected virtual void reserved1() {}
protected virtual void reserved2() {}
protected virtual void reserved3() {}
protected virtual void reserved4() {}
protected virtual void reserved5() {}
protected virtual void reserved6() {}
protected virtual void reserved7() {}
}
/**
* An Effect represents an interstitial effect that is used to transition the display from one
* image to another.
*
* An Effect must hold state so that it knows what it should be drawn at any call to {@link paint}
* (which is called regularly during a transition). That is, it should be able to draw any frame of
* the transition at any time. The same frame may need to be drawn multiple times, or the host
* may skip ahead and ask for a frame well ahead of the last requested one.
*
* ''Frame numbers are one-based throughout this interface''. This is because the initial state (the
* blank viewport or the starting pixbuf) is frame zero. The Effect is never called to paint this
* frame. The Effect is also not called to paint the final frame (a blank viewport or the ending
* pixbuf).
*
* If the Effect uses background threads for its work, it should use the appropriate primitives
* for critical sections. All calls to this interface will be from the context of the main UI
* thread. ''None of these calls should block.''
*
* If the Details object needs to be held by the Effect, its reference to it should be dropped at
* the end of the cycle (or shortly thereafter).
*
* An instance may be reused and should be prepared for restarts.
*/
public interface Effect : Object {
/**
* Returns frames per second (FPS) information for this effect.
*
* If the min_fps is not met, the Effect may be cancelled or the host will skip ahead.
*
* @param desired_fps The desired FPS of the transition. Return zero if no
* transition is to occur (instantaneous or null transition).
* @param min_fps The minimum FPS before the effect is consider "ruined".
* Return zero if any FPS is acceptable.
*/
public abstract void get_fps(out int desired_fps, out int min_fps);
/**
* Called when the effect is starting.
*
* All state should be reset. The frame number, which is not supplied, is one.
*/
public abstract void start(Visuals visuals, Motion motion);
/**
* Return true if the Effect needs the background cleared prior to calling {@link paint}.
*/
public abstract bool needs_clear_background();
/**
* Called when the effect needs to paint (i.e. an expose or draw event has occurred).
*
* This call should ''not'' advance the state of the effect (i.e. it may be called more than
* once for the same frame).
*
* @param ctx The Cairo context the Effect should use to paint the transition.
* @param width The width (in pixels) of the Cairo surface.
* @param height The height (in pixels) of the Cairo surface.
* @param frame_number The ''one-based'' frame being drawn.
*/
public abstract void paint(Visuals visuals, Motion motion, Cairo.Context ctx, int width,
int height, int frame_number);
/**
* Called to notify the effect that the state of the transition should advance to the specified
* frame number.
*
* Note: There is no guarantee frame numbers will be consecutive between calls
* to next, especially if the transition clock is attempting to catch up.
*
* @param frame_number The ''one-based'' frame being advanced to.
*/
public abstract void advance(Visuals visuals, Motion motion, int frame_number);
/**
* Called if the Effect should halt the transition.
*
* It only needs to reset state if {@link start} is called again.
*/
public abstract void cancel();
//
// For future expansion.
//
protected virtual void reserved0() {}
protected virtual void reserved1() {}
protected virtual void reserved2() {}
protected virtual void reserved3() {}
protected virtual void reserved4() {}
protected virtual void reserved5() {}
protected virtual void reserved6() {}
protected virtual void reserved7() {}
}
}
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