Class
ClutterPath
since: 13
Description [src]
class Clutter.Path : GObject.InitiallyUnowned
{
/* No available fields */
}
An object describing a path with straight lines and bezier curves.
A ClutterPath
contains a description of a path consisting of
straight lines and bezier curves.
The path consists of a series of nodes. Each node is one of the following four types:
CLUTTER_PATH_MOVE_TO
, changes the position of the path to the given pair of coordinates. This is usually used as the first node of a path to mark the start position. If it is used in the middle of a path then the path will be disjoint and the actor will appear to jump to the new position when animated.CLUTTER_PATH_LINE_TO
, creates a straight line from the previous point to the given point.CLUTTER_PATH_CURVE_TO
, creates a bezier curve. The end of the last node is used as the first control point and the three subsequent coordinates given in the node as used as the other three.CLUTTER_PATH_CLOSE
, creates a straight line from the last node to the lastCLUTTER_PATH_MOVE_TO
node. This can be used to close a path so that it will appear as a loop when animated.
The first three types have the corresponding relative versions
CLUTTER_PATH_REL_MOVE_TO
, CLUTTER_PATH_REL_LINE_TO
and
CLUTTER_PATH_REL_CURVE_TO
. These are exactly the same except the
coordinates are given relative to the previous node instead of as
direct screen positions.
You can build a path using the node adding functions such as
clutter_path_add_line_to()
. Alternatively the path can be described
in a string using a subset of the SVG path syntax. See
clutter_path_add_string()
for details.
Available since: 13
Constructors
clutter_path_new_with_description
Creates a new ClutterPath
instance with the nodes described in
desc
. See clutter_path_add_string()
for details of the format of
the string.
since: 13
Instance methods
clutter_path_add_close
Adds a CLUTTER_PATH_CLOSE
type node to the path. This creates a
straight line from the last node to the last CLUTTER_PATH_MOVE_TO
type node.
since: 13
clutter_path_add_curve_to
Adds a CLUTTER_PATH_CURVE_TO
type node to the path. This causes
the actor to follow a bezier from the last node to (x_3
, y_3
) using
(x_1
, y_1
) and (x_2
,y_2
) as control points.
since: 13
clutter_path_add_line_to
Adds a CLUTTER_PATH_LINE_TO
type node to the path. This causes the
actor to move to the new coordinates in a straight line.
since: 13
clutter_path_add_move_to
Adds a CLUTTER_PATH_MOVE_TO
type node to the path. This is usually
used as the first node in a path. It can also be used in the middle
of the path to cause the actor to jump to the new coordinate.
since: 13
clutter_path_add_rel_curve_to
Same as clutter_path_add_curve_to()
except the coordinates are
relative to the previous node.
since: 13
clutter_path_add_rel_line_to
Same as clutter_path_add_line_to()
except the coordinates are
relative to the previous node.
since: 13
clutter_path_add_rel_move_to
Same as clutter_path_add_move_to()
except the coordinates are
relative to the previous node.
since: 13
clutter_path_add_string
Adds new nodes to the end of the path as described in str
. The
format is a subset of the SVG path format. Each node is represented
by a letter and is followed by zero, one or three pairs of
coordinates. The coordinates can be separated by spaces or a
comma. The types are:
since: 13
clutter_path_get_description
Returns a newly allocated string describing the path in the same
format as used by clutter_path_add_string()
.
since: 13
clutter_path_get_position
The value in progress
represents a position along the path where
0.0 is the beginning and 1.0 is the end of the path. An
interpolated position is then stored in position
.
since: 13
clutter_path_insert_node
Inserts node
into the path before the node at the given offset. If
index_
is negative it will append the node to the end of the path.
since: 13
clutter_path_set_description
Replaces all of the nodes in the path with nodes described by
str
. See clutter_path_add_string()
for details of the format.
since: 13
Signals
Signals inherited from GObject (1)
GObject::notify
The notify signal is emitted on an object when one of its properties has its value set through g_object_set_property(), g_object_set(), et al.
since: 2.0