Implement basic animation

This commit is contained in:
Marco Pesenti Gritti
2006-07-22 13:48:47 +02:00
parent a292b642e1
commit 1e3af85c40
5 changed files with 79 additions and 13 deletions
+6 -2
View File
@@ -7,13 +7,17 @@ class CircleLayout(LayoutManager):
LayoutManager.__init__(self)
self._radium = radium
self._angle = 0
def set_angle(self, angle):
self._angle = angle
def layout_group(self, group):
step = 2 * math.pi / len(group.get_actors())
angle = 2 * math.pi
angle = self._angle
for actor in group.get_actors():
self._update_position(actor, angle)
angle -= step
angle += step
def _update_position(self, actor, angle):
x = math.cos(angle) * self._radium + self._radium
+13 -8
View File
@@ -3,24 +3,29 @@ from sugar.scene.Actor import Actor
class Group(Actor):
def __init__(self):
self._actors = []
self._layout_manager = None
self._layout = None
def add(self, actor):
self._actors.append(actor)
if self._layout_manager:
self._layout_manager.layout_group(slef)
self.do_layout()
def remove(self, actor):
self._actors.remove(actor)
if self._layout_manager:
self._layout_manager.layout_group(self)
self.do_layout()
def get_actors(self):
return self._actors
def set_layout_manager(self, layout_manager):
self._layout_manager = layout_manager
self._layout_manager.layout_group(self)
def set_layout(self, layout):
self._layout = layout
self.do_layout()
def get_layout(self):
return self._layout
def do_layout(self):
if self._layout:
self._layout.layout_group(self)
def render(self, drawable):
for actor in self._actors:
+4
View File
@@ -3,3 +3,7 @@ from sugar.scene.Group import Group
class Stage(Group):
def __init__(self):
Group.__init__(self)
self._fps = 50
def get_fps(self):
return self._fps
+33
View File
@@ -0,0 +1,33 @@
import gobject
class Timeline(gobject.GObject):
__gsignals__ = {
'next-frame': (gobject.SIGNAL_RUN_FIRST, gobject.TYPE_NONE, ([int])),
'completed': (gobject.SIGNAL_RUN_FIRST, gobject.TYPE_NONE, ([]))
}
def __init__(self, stage, n_frames):
gobject.GObject.__init__(self)
self._stage = stage
self._fps = stage.get_fps()
self._n_frames = n_frames
self._current_frame = 0
def start(self):
gobject.timeout_add(1000 / self._fps, self.__timeout_cb)
def get_n_frames(self):
return self._n_frames
def __timeout_cb(self):
self.emit('next-frame', self._current_frame)
# FIXME skip frames if necessary
self._current_frame += 1
if self._current_frame < self._n_frames:
return True
else:
self.emit('completed')
return False