|  |  |  | Clutter Reference Manual |  | 
|---|---|---|---|---|
| Top | Description | Object Hierarchy | Implemented Interfaces | Properties | Signals | ||||
| ClutterBehaviourPathClutterBehaviourPath — A behaviour for moving actors along a ClutterPath | 
                    ClutterBehaviourPath;
                    ClutterBehaviourPathClass;
ClutterBehaviour *  clutter_behaviour_path_new          (ClutterAlpha *alpha,
                                                         ClutterPath *path);
ClutterBehaviour *  clutter_behaviour_path_new_with_description
                                                        (ClutterAlpha *alpha,
                                                         const gchar *desc);
ClutterBehaviour *  clutter_behaviour_path_new_with_knots
                                                        (ClutterAlpha *alpha,
                                                         const ClutterKnot *knots,
                                                         guint n_knots);
void                clutter_behaviour_path_set_path     (ClutterBehaviourPath *pathb,
                                                         ClutterPath *path);
ClutterPath *       clutter_behaviour_path_get_path     (ClutterBehaviourPath *pathb);
                    ClutterKnot;
ClutterKnot *       clutter_knot_copy                   (const ClutterKnot *knot);
void                clutter_knot_free                   (ClutterKnot *knot);
gboolean            clutter_knot_equal                  (const ClutterKnot *knot_a,
                                                         const ClutterKnot *knot_b);
ClutterBehaviourPath interpolates actors along a defined path.
A path is described by a ClutterPath object. The path can contain
straight line parts and bezier curves. If the path contains
CLUTTER_PATH_MOVE_TO parts then the actors will jump to those
coordinates. This can be used make disjoint paths.
When creating a path behaviour in a ClutterScript, you can specify the path property directly as a string. For example:
{
  "id"     : "spline-path",
  "type"   : "ClutterBehaviourPath",
  "path"   : "M 50 50 L 100 100",
  "alpha"  : {
     "timeline" : "main-timeline",
     "function" : "ramp
   }
}
CLUTTER_ALPHA_MAX_ALPHA, then the actors will walk
the path back to the starting ClutterKnot.
ClutterBehaviourPath is available since Clutter 0.2
typedef struct _ClutterBehaviourPath ClutterBehaviourPath;
The ClutterBehaviourPath structure contains only private data and should be accessed using the provided API
Since 0.2
typedef struct {
  void (*knot_reached) (ClutterBehaviourPath *pathb,
                        guint                 knot_num);
} ClutterBehaviourPathClass;
The ClutterBehaviourPathClass struct contains only private data
Since 0.2
| 
 | signal class handler for the ClutterBehaviourPath::knot_reached signal | 
ClutterBehaviour * clutter_behaviour_path_new (ClutterAlpha *alpha, ClutterPath *path);
Creates a new path behaviour. You can use this behaviour to drive
actors along the nodes of a path, described by path.
This will claim the floating reference on the ClutterPath so you do not need to unref if it.
| 
 | a ClutterAlpha, or NULL | 
| 
 | a ClutterPath or NULLfor an empty path | 
| Returns : | a ClutterBehaviour | 
Since 0.2
ClutterBehaviour * clutter_behaviour_path_new_with_description (ClutterAlpha *alpha, const gchar *desc);
Creates a new path behaviour using the path described by desc. See
clutter_path_add_string() for a description of the format.
| 
 | a ClutterAlpha | 
| 
 | a string description of the path | 
| Returns : | a ClutterBehaviour | 
Since 1.0
ClutterBehaviour * clutter_behaviour_path_new_with_knots (ClutterAlpha *alpha, const ClutterKnot *knots, guint n_knots);
Creates a new path behaviour that will make the actors visit all of the given knots in order with straight lines in between.
A path will be created where the first knot is used in a
CLUTTER_PATH_MOVE_TO and the subsequent knots are used in
CLUTTER_PATH_LINE_TOs.
| 
 | a ClutterAlpha | 
| 
 | an array of ClutterKnots | 
| 
 | number of entries in knots | 
| Returns : | a ClutterBehaviour | 
Since 1.0
void clutter_behaviour_path_set_path (ClutterBehaviourPath *pathb, ClutterPath *path);
Change the path that the actors will follow. This will take the floating reference on the ClutterPath so you do not need to unref it.
| 
 | the path behaviour | 
| 
 | the new path to follow | 
Since 1.0
ClutterPath * clutter_behaviour_path_get_path (ClutterBehaviourPath *pathb);
Get the current path of the behaviour
| 
 | a ClutterBehaviourPath instance | 
| Returns : | the path. transfer none. | 
Since 1.0
ClutterKnot * clutter_knot_copy (const ClutterKnot *knot);
Makes an allocated copy of a knot.
| 
 | a ClutterKnot | 
| Returns : | the copied knot. | 
Since 0.2
void clutter_knot_free (ClutterKnot *knot);
Frees the memory of an allocated knot.
| 
 | a ClutterKnot | 
Since 0.2
gboolean clutter_knot_equal (const ClutterKnot *knot_a, const ClutterKnot *knot_b);
Compares to knot and checks if the point to the same location.
| 
 | First knot | 
| 
 | Second knot | 
| Returns : | TRUEif the knots point to the same location. | 
Since 0.2
"path" property"path" ClutterPath* : Read / Write
The ClutterPath object representing the path to animate along.
"knot-reached" signalvoid user_function (ClutterBehaviourPath *pathb, guint knot_num, gpointer user_data) : Run Last
This signal is emitted each time a node defined inside the path is reached.
| 
 | the object which received the signal | 
| 
 | the index of the ClutterPathKnot reached | 
| 
 | user data set when the signal handler was connected. | 
Since 0.2