SYNOPSIS
my $ui =<<END_UI;
{
"id" : "red-button",
"type" : "ClutterRectangle",
"width" : 100,
"height" : 100,
"color" : "#ff0000ff"
}
END_UI
my $script = Clutter::Script->new();
$script->load_from_file('scene.json');
$script->load_from_data($ui);
my $stage = $script->get_object('stage');
$stage->show();
DESCRIPTION
Clutter::Script is an object used for loading and building parts or a complete scenegraph from external definition data in forms of string buffers or files.The UI definition format is JSON, the JavaScript Object Notation as described by RFC 4627. Clutter::Script can load a JSON data stream, parse it and build all the objects defined into it. Each object must have an ``id'' and a ``type'' properties defining the name to be used to retrieve it from Clutter::Script with Clutter::Script::get_object(), and the class type to be instanciated. Every other attribute will be mapped to the class properties.
A Clutter::Script holds a reference on every object it creates from the definition data, except for the stage. Every non-actor object will be finalized when the Clutter::Script instance holding it will be finalized, so they need to be referenced by a variable outside of the scope in order for them to survive.
A simple object might be defined as:
{ "id" : "red-button", "type" : "ClutterRectangle", "width" : 100, "height" : 100, "color" : "#ff0000ff" }
This will produce a red Clutter::Rectangle, 100x100 pixels wide, and with a Clutter::Script id of ``red-button''; it can be retrieved by calling:
my $red_button = $script->get_object('red-button');
and then manipulated with the Clutter API. For every object created using Clutter::Script it is possible to check the id by calling Clutter::get_script_id().
Packing can be represented using the children member, and passing an array of objects or ids of objects already defined (but not packed: the packing rules of Clutter still apply, and an actor cannot be packed in multiple containers without unparenting it in between).
Behaviours and timelines can also be defined inside a UI definition string:
{ "id" : "rotate-behaviour", "type" : "ClutterBehaviourRotate", "angle-start" : 0.0, "angle-end" : 360.0, "axis" : "z-axis", "alpha" : { "timeline" : { "duration" : 4000, "fps" : 60, "loop" : true }, "function" : "sine" } }
And then to apply a defined behaviour to an actor defined inside the definition of an actor, the ``behaviour'' member can be used:
{ "id" : "my-rotating-actor", "type" : "ClutterTexture", ... "behaviours" : [ "rotate-behaviour" ] ... }
A Clutter::Alpha belonging to a Clutter::Behaviour can only be defined implicitely. A Clutter::Timeline belonging to a Clutter::Alpha can be either defined implicitely or explicitely. Implicitely defined Clutter::Alphas and Clutter::Timelines can omit the id member, as well as the type member, but will not be available using Clutter::Script::get_object() (they can, however, be extracted using the Clutter::Behaviour and Clutter::Alpha API respectively).
Signal handlers can be defined inside a Clutter UI definition file and then autoconnected to their respective signals using the Clutter::Script::connect_signals() function:
... "signals" : [ { "name" : "button-press-event", "handler" : "on_button_press" }, { "name" : "foo-signal", "handler" : "after_foo", "after" : true }, ], ...
Signal handler definitions must have a ``name'' and a ``handler'' members; they can also have the ``after'' and ``swapped'' boolean members (for the signal connection flags %G_CONNECT_AFTER and %G_CONNECT_SWAPPED tespectively) and the ``object'' string member for calling Glib::Signal::connect_object() instead of Glib::Signal::connect().
Clutter reserves the following names, so classes defining properties through the usual GObject registration process should avoid using these names to avoid collisions:
"id" := the unique name of a ClutterScript object "type" := the class literal name, also used to infer the type function "type_func" := the GType function name, for non-standard classes "children" := an array of names or objects to add as children "behaviours" := an array of names or objects to apply to an actor "signals" := an array of signal definitions to connect to an object "is-default" := a boolean flag used when defining the stage; if set to "true" the default stage will be used instead of creating a new Clutter::Stage instance
HIERARCHY
Glib::Object +----Clutter::Script
METHODS
script = Clutter::Script->new
Creates a new Clutter::Script$script->connect_signals ($user_data)
$script->connect_signals ($user_data, $package)
$script->connect_signals ($user_data, %handlers)
There are four ways to let Clutter::Script do the signal connecting work for you:- "$script->connect_signals ($user_data)"
- When invoked like this, Clutter::Script will connect signals to functions in the calling package. The callback names are specified in the UI description.
- "$script->connect_signals ($user_data, $package)"
- When invoked like this, Clutter::Script will connect signals to functions in the package $package.
- "$script->connect_signals ($user_data, $object)"
- When invoked like this, Clutter::Script will connect signals to method calls against the object $object.
- "$script->connect_signals ($user_data, %handlers)"
- When invoked like this, %handlers is used as a mapping from handler names to code references.
$script->connect_signals_full ($func, $user_data=undef)
- $func (scalar)
- $user_data (scalar)
$script->ensure_objects
objects = $script->list_objects()
Returns a list of all the objects built by scriptinteger = $script->load_from_data ($data)
- $data (string)
Loads all the object definitions from data.
May croak with a Glib::Error in $@ on failure.
integer = $script->load_from_file ($filename)
- $filename (string)
Loads all the object definitions from filename.
May croak with a Glib::Error in $@ on failure.
objects = $script->get_object ($name, ...)
- $name (string) first object's name
- ... (list) list of object names
Returns a list of all the requested objects built by script
$script->unmerge_objects ($merge_id)
- $merge_id (integer)
PROPERTIES
- 'filename' (string : readable / private)
- The path of the currently parsed file
- 'filename-set' (boolean : readable / private)
- Whether the :filename property is set
COPYRIGHT
Copyright (C) 2006, 2007, 2008 OpenedHand LtdCopyright (C) 2009 Intel Corporation
This module is free software; you can redistribute it and/or modify it under the terms of either:
- the GNU Lesser General Public Library version 2.1; or
- the Artistic License, version 2.0.
See Clutter for the full copyright notice.