Implements a generic ClutterActorClone that doesn't need fbos.
Many use cases for clonning an actor don't require running a shader on the resulting clone image and so requiring FBOs in these cases is overkill and in-efficient as it requires kicking and synchronizing a render for each clone. This approach basically just uses the paint function of another actor to implement the painting for the clone actor with some fiddling of the model- view matrix to scale according to the different allocation box sizes of each of the actors. A simple unit test called test-actors2 was added for testing.
This commit is contained in:
parent
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@ -46,6 +46,7 @@ BUILT_SOURCES = $(MARSHALFILES) $(ENUMFILES)
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# please, keep this sorted alphabetically
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source_h = \
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$(srcdir)/clutter-actor.h \
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$(srcdir)/clutter-actor-clone.h \
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$(srcdir)/clutter-alpha.h \
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$(srcdir)/clutter-animatable.h \
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$(srcdir)/clutter-animation.h \
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@ -136,6 +137,7 @@ CLEANFILES = $(STAMPFILES)
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# please, keep this sorted alphabetically
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source_c = \
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clutter-actor.c \
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clutter-actor-clone.c \
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clutter-alpha.c \
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clutter-animatable.c \
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clutter-animation.c \
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307
clutter/clutter-actor-clone.c
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307
clutter/clutter-actor-clone.c
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@ -0,0 +1,307 @@
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/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2008 Intel Corporation.
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*
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* Authored By: Robert Bragg <robert@linux.intel.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* SECTION:clutter-actor-clone
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* @short_description: An actor that displays a scaled clone of another
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* actor.
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*
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* #ClutterActorClone is a #ClutterActor which draws with the paint
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* function of another actor, scaled to fit its own allocation.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-color.h"
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#include "clutter-debug.h"
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#include "clutter-main.h"
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#include "clutter-private.h"
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#include "clutter-actor-clone.h"
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#include "cogl/cogl.h"
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G_DEFINE_TYPE (ClutterActorClone, clutter_actor_clone, CLUTTER_TYPE_ACTOR);
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enum
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{
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PROP_0,
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PROP_CLONE_SOURCE
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};
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#define CLUTTER_ACTOR_CLONE_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
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CLUTTER_TYPE_ACTOR_CLONE, \
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ClutterActorClonePrivate))
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struct _ClutterActorClonePrivate
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{
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ClutterActor *clone_source;
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};
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static void
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clutter_actor_clone_get_preferred_width (ClutterActor *self,
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ClutterUnit for_height,
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ClutterUnit *min_width_p,
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ClutterUnit *natural_width_p)
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{
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ClutterActorClonePrivate *priv = CLUTTER_ACTOR_CLONE (self)->priv;
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ClutterActor *clone_source = priv->clone_source;
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clutter_actor_get_preferred_width (clone_source,
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for_height,
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min_width_p,
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natural_width_p);
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}
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static void
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clutter_actor_clone_get_preferred_height (ClutterActor *self,
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ClutterUnit for_width,
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ClutterUnit *min_height_p,
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ClutterUnit *natural_height_p)
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{
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ClutterActorClonePrivate *priv = CLUTTER_ACTOR_CLONE (self)->priv;
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ClutterActor *clone_source = priv->clone_source;
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clutter_actor_get_preferred_height (clone_source,
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for_width,
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min_height_p,
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natural_height_p);
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}
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static void
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clutter_actor_clone_paint (ClutterActor *self)
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{
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ClutterActorClone *clone = CLUTTER_ACTOR_CLONE (self);
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ClutterActorClonePrivate *priv = clone->priv;
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ClutterGeometry geom;
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ClutterGeometry clone_source_geom;
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float x_scale;
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float y_scale;
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ClutterActor *stage;
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ClutterPerspective perspective;
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guint stage_width;
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guint stage_height;
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CLUTTER_NOTE (PAINT,
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"painting clone actor '%s'",
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clutter_actor_get_name (self) ? clutter_actor_get_name (self)
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: "unknown");
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clutter_actor_get_allocation_geometry (self, &geom);
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clutter_actor_get_allocation_geometry (priv->clone_source,
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&clone_source_geom);
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/* We need to scale what the clone-source actor paints to fill our own
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* allocation... */
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x_scale = geom.width / clone_source_geom.width;
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y_scale = geom.height / clone_source_geom.height;
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/* Once we have calculated the scale factors it's a case of pushing
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* the scale factors to the bottom of the current model view stack...
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*/
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if (x_scale != 1.0 || y_scale != 1.0)
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{
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/*
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* FIXME - this is quite expensive, it would be good it clutter kept
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* the model view matrix changes made by cogl_setup_viewport seperate
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* from those made while painting actors so we could simply replace the
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* later by multiplying it with the scale avoiding the call to
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* _clutter_actor_apply_modelview_transform_recursive.
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*/
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stage = clutter_actor_get_stage (self);
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if (!stage)
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return;
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clutter_actor_get_size (stage, &stage_width, &stage_height);
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clutter_stage_get_perspectivex (CLUTTER_STAGE (stage), &perspective);
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cogl_setup_viewport (stage_width, stage_height,
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perspective.fovy,
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perspective.aspect,
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perspective.z_near,
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perspective.z_far);
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cogl_scale (COGL_FIXED_FROM_FLOAT (x_scale),
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COGL_FIXED_FROM_FLOAT (y_scale));
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_clutter_actor_apply_modelview_transform_recursive (self, NULL);
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}
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/* The final bits of magic:
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* - We need to make sure that when the clone-source actor's paint method
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* calls clutter_actor_get_paint_opacity, it traverses our parent not it's
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* real parent.
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* - We need to stop clutter_actor_paint applying the model view matrix of
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* the clone source actor.
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*/
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_clutter_actor_set_opacity_parent (priv->clone_source,
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clutter_actor_get_parent (self));
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_clutter_actor_set_enable_model_view_transform (priv->clone_source, FALSE);
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clutter_actor_paint (priv->clone_source);
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_clutter_actor_set_enable_model_view_transform (priv->clone_source, TRUE);
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_clutter_actor_set_opacity_parent (priv->clone_source, NULL);
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}
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static void
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clutter_actor_clone_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterActorClone *clone = CLUTTER_ACTOR_CLONE(object);
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switch (prop_id)
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{
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case PROP_CLONE_SOURCE:
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clone->priv->clone_source = g_value_get_object (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_actor_clone_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterActorClonePrivate *priv = CLUTTER_ACTOR_CLONE(object)->priv;
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switch (prop_id)
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{
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case PROP_CLONE_SOURCE:
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g_value_set_object (value, priv->clone_source);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_actor_clone_finalize (GObject *object)
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{
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G_OBJECT_CLASS (clutter_actor_clone_parent_class)->finalize (object);
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}
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static void
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clutter_actor_clone_dispose (GObject *object)
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{
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G_OBJECT_CLASS (clutter_actor_clone_parent_class)->dispose (object);
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}
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static void
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clutter_actor_clone_class_init (ClutterActorCloneClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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actor_class->paint = clutter_actor_clone_paint;
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actor_class->get_preferred_width =
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clutter_actor_clone_get_preferred_width;
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actor_class->get_preferred_height =
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clutter_actor_clone_get_preferred_height;
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gobject_class->finalize = clutter_actor_clone_finalize;
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gobject_class->dispose = clutter_actor_clone_dispose;
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gobject_class->set_property = clutter_actor_clone_set_property;
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gobject_class->get_property = clutter_actor_clone_get_property;
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/**
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* ClutterActorClone:clone-source
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*
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* This specifies the source actor being cloned
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*
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* Since: 1.0
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*/
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g_object_class_install_property
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(gobject_class,
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PROP_CLONE_SOURCE,
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g_param_spec_object ("clone-source",
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"Clone Source",
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"Specifies the actor to be cloned",
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CLUTTER_TYPE_ACTOR,
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G_PARAM_CONSTRUCT_ONLY
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|G_PARAM_WRITABLE
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|G_PARAM_READABLE));
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g_type_class_add_private (gobject_class, sizeof (ClutterActorClonePrivate));
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}
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static void
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clutter_actor_clone_init (ClutterActorClone *self)
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{
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ClutterActorClonePrivate *priv;
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self->priv = priv = CLUTTER_ACTOR_CLONE_GET_PRIVATE (self);
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priv->clone_source = NULL;
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}
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/**
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* clutter_actor_clone_new:
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*
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* Creates a new #ClutterActor which clones clone_source.
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*
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* Return value: a new #ClutterActor
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*
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* Since: 1.0
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*/
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ClutterActor *
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clutter_actor_clone_new (ClutterActor *clone_source)
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{
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return g_object_new (CLUTTER_TYPE_ACTOR_CLONE,
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"clone-source", clone_source,
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NULL);
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}
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/**
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* clutter_actor_clone_get_clone_source:
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*
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* @clone: a #ClutterActorClone
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*
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* Retrieves the source #ClutterActor being clone by @clone
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*
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* Return value: the actor source for the clone
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*
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* Since: 1.0
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*/
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ClutterActor *
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clutter_actor_clone_get_clone_source (ClutterActorClone *clone)
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{
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ClutterActorClonePrivate *priv;
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g_return_val_if_fail (CLUTTER_IS_ACTOR_CLONE (clone), NULL);
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priv = clone->priv;
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return priv->clone_source;
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}
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76
clutter/clutter-actor-clone.h
Normal file
76
clutter/clutter-actor-clone.h
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@ -0,0 +1,76 @@
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/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2008 Intel Corporation.
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*
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* Authored By: Robert Bragg <robert@linux.intel.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
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#error "Only <clutter/clutter.h> can be included directly."
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#endif
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#ifndef __CLUTTER_ACTOR_CLONE_H__
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#define __CLUTTER_ACTOR_CLONE_H__
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#include <glib-object.h>
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#include <clutter/clutter-actor.h>
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#include <clutter/clutter-color.h>
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G_BEGIN_DECLS
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#define CLUTTER_TYPE_ACTOR_CLONE (clutter_actor_clone_get_type())
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#define CLUTTER_ACTOR_CLONE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_ACTOR_CLONE, ClutterActorClone))
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#define CLUTTER_ACTOR_CLONE_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_ACTOR_CLONE, ClutterActorCloneClass))
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#define CLUTTER_IS_ACTOR_CLONE(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_ACTOR_CLONE))
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#define CLUTTER_IS_ACTOR_CLONE_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_ACTOR_CLONE))
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#define CLUTTER_ACTOR_CLONE_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_ACTOR_CLONE, ClutterActorCloneClass))
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typedef struct _ClutterActorClone ClutterActorClone;
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typedef struct _ClutterActorCloneClass ClutterActorCloneClass;
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typedef struct _ClutterActorClonePrivate ClutterActorClonePrivate;
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struct _ClutterActorClone
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{
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/*< private >*/
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ClutterActor parent;
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ClutterActorClonePrivate *priv;
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};
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struct _ClutterActorCloneClass
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{
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/*< private >*/
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ClutterActorClass parent_class;
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/* padding for future expansion */
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void (*_clutter_actor_clone1) (void);
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void (*_clutter_actor_clone2) (void);
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void (*_clutter_actor_clone3) (void);
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void (*_clutter_actor_clone4) (void);
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};
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GType clutter_actor_clone_get_type (void) G_GNUC_CONST;
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ClutterActor *clutter_actor_clone_new (ClutterActor *clone_source);
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ClutterActor *clutter_actor_clone_get_clone_source (ClutterActorClone *clone);
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G_END_DECLS
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#endif /* __CLUTTER_ACTOR_CLONE_H__ */
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@ -263,6 +263,9 @@ struct _ClutterActorPrivate
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ShaderData *shader_data;
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PangoContext *pango_context;
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ClutterActor *opacity_parent;
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gboolean enable_model_view_transform;
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};
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enum
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@ -1482,7 +1485,8 @@ clutter_actor_paint (ClutterActor *self)
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cogl_push_matrix();
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_clutter_actor_apply_modelview_transform (self);
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if (priv->enable_model_view_transform)
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_clutter_actor_apply_modelview_transform (self);
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if (priv->has_clip)
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{
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@ -3029,6 +3033,9 @@ clutter_actor_init (ClutterActor *self)
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priv->needs_height_request = TRUE;
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priv->needs_allocation = TRUE;
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priv->opacity_parent = NULL;
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priv->enable_model_view_transform = TRUE;
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memset (priv->clip, 0, sizeof (ClutterUnit) * 4);
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}
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@ -5016,7 +5023,10 @@ clutter_actor_get_paint_opacity (ClutterActor *self)
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priv = self->priv;
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parent = priv->parent_actor;
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if (priv->opacity_parent)
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parent = priv->opacity_parent;
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else
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parent = priv->parent_actor;
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/* Factor in the actual actors opacity with parents */
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if (G_LIKELY (parent))
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@ -7703,3 +7713,26 @@ clutter_actor_create_pango_context (ClutterActor *self)
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return retval;
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}
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/* Allows overriding the parent traversed when querying an actors paint
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* opacity. Used by ClutterActorClone. */
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void
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_clutter_actor_set_opacity_parent (ClutterActor *self,
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ClutterActor *parent)
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{
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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self->priv->opacity_parent = parent;
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}
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/* Allows you to disable applying the actors model view transform during
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* a paint. Used by ClutterActorClone. */
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void
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_clutter_actor_set_enable_model_view_transform (ClutterActor *self,
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gboolean enable)
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{
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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self->priv->enable_model_view_transform = enable;
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}
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||||
|
||||
|
@ -219,6 +219,12 @@ gboolean _clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
|
||||
void _clutter_actor_apply_modelview_transform_recursive (ClutterActor *self,
|
||||
ClutterActor *ancestor);
|
||||
|
||||
void _clutter_actor_set_opacity_parent (ClutterActor *self,
|
||||
ClutterActor *parent);
|
||||
|
||||
void _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
|
||||
gboolean enable);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* _HAVE_CLUTTER_PRIVATE_H */
|
||||
|
@ -29,6 +29,7 @@
|
||||
#define __CLUTTER_H_INSIDE__
|
||||
|
||||
#include "clutter-actor.h"
|
||||
#include "clutter-actor-clone.h"
|
||||
#include "clutter-alpha.h"
|
||||
#include "clutter-animatable.h"
|
||||
#include "clutter-animation.h"
|
||||
|
@ -5,6 +5,7 @@ UNIT_TESTS = \
|
||||
test-offscreen.c \
|
||||
test-scale.c \
|
||||
test-actors.c \
|
||||
test-actors2.c \
|
||||
test-behave.c \
|
||||
test-project.c \
|
||||
test-perspective.c \
|
||||
|
269
tests/interactive/test-actors2.c
Normal file
269
tests/interactive/test-actors2.c
Normal file
@ -0,0 +1,269 @@
|
||||
#include <clutter/clutter.h>
|
||||
|
||||
#if defined (_MSC_VER) && !defined (_USE_MATH_DEFINES)
|
||||
#define _USE_MATH_DEFINES
|
||||
#endif
|
||||
|
||||
#include <math.h>
|
||||
#include <errno.h>
|
||||
#include <stdlib.h>
|
||||
#include <glib.h>
|
||||
#include <gmodule.h>
|
||||
|
||||
#define TRAILS 0
|
||||
#define NHANDS 6
|
||||
#define RADIUS ((CLUTTER_STAGE_WIDTH()+CLUTTER_STAGE_HEIGHT())/NHANDS)
|
||||
|
||||
typedef struct SuperOH
|
||||
{
|
||||
ClutterActor **hand, *bgtex;
|
||||
ClutterActor *group;
|
||||
|
||||
} SuperOH;
|
||||
|
||||
static gint n_hands = NHANDS;
|
||||
|
||||
static GOptionEntry super_oh_entries[] = {
|
||||
{
|
||||
"num-hands", 'n',
|
||||
0,
|
||||
G_OPTION_ARG_INT, &n_hands,
|
||||
"Number of hands", "HANDS"
|
||||
},
|
||||
{ NULL }
|
||||
};
|
||||
|
||||
/* input handler */
|
||||
static gboolean
|
||||
input_cb (ClutterActor *stage,
|
||||
ClutterEvent *event,
|
||||
gpointer data)
|
||||
{
|
||||
SuperOH *oh = data;
|
||||
|
||||
if (event->type == CLUTTER_BUTTON_PRESS)
|
||||
{
|
||||
ClutterButtonEvent *button_event;
|
||||
ClutterActor *e;
|
||||
gint x, y;
|
||||
|
||||
clutter_event_get_coords (event, &x, &y);
|
||||
|
||||
button_event = (ClutterButtonEvent *) event;
|
||||
g_print ("*** button press event (button:%d) ***\n",
|
||||
button_event->button);
|
||||
|
||||
e = clutter_stage_get_actor_at_pos (CLUTTER_STAGE (stage), x, y);
|
||||
|
||||
if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE_TEXTURE (e)))
|
||||
{
|
||||
clutter_actor_hide (e);
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
else if (event->type == CLUTTER_KEY_RELEASE)
|
||||
{
|
||||
ClutterKeyEvent *kev = (ClutterKeyEvent *) event;
|
||||
|
||||
g_print ("*** key press event (key:%c) ***\n",
|
||||
clutter_key_event_symbol (kev));
|
||||
|
||||
if (clutter_key_event_symbol (kev) == CLUTTER_q)
|
||||
{
|
||||
clutter_main_quit ();
|
||||
return TRUE;
|
||||
}
|
||||
else if (clutter_key_event_symbol (kev) == CLUTTER_r)
|
||||
{
|
||||
gint i;
|
||||
|
||||
for (i = 0; i < n_hands; i++)
|
||||
clutter_actor_show (oh->hand[i]);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
/* Timeline handler */
|
||||
static void
|
||||
frame_cb (ClutterTimeline *timeline,
|
||||
gint frame_num,
|
||||
gpointer data)
|
||||
{
|
||||
SuperOH *oh = data;
|
||||
gint i;
|
||||
|
||||
/* Rotate everything clockwise about stage center*/
|
||||
|
||||
clutter_actor_set_rotation (CLUTTER_ACTOR (oh->group),
|
||||
CLUTTER_Z_AXIS,
|
||||
frame_num,
|
||||
CLUTTER_STAGE_WIDTH () / 2,
|
||||
CLUTTER_STAGE_HEIGHT () / 2,
|
||||
0);
|
||||
|
||||
for (i = 0; i < n_hands; i++)
|
||||
{
|
||||
gdouble scale_x, scale_y;
|
||||
|
||||
clutter_actor_get_scale (oh->hand[i], &scale_x, &scale_y);
|
||||
|
||||
/* Rotate each hand around there centers - to get this we need
|
||||
* to take into account any scaling.
|
||||
*
|
||||
* FIXME: scaling causes drift so disabled for now. Need rotation
|
||||
* unit based functions to fix.
|
||||
*/
|
||||
clutter_actor_set_rotation (oh->hand[i], CLUTTER_Z_AXIS,
|
||||
- 6.0 * frame_num, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
G_MODULE_EXPORT int
|
||||
test_actors2_main (int argc, char *argv[])
|
||||
{
|
||||
ClutterTimeline *timeline;
|
||||
ClutterAlpha *alpha;
|
||||
ClutterBehaviour *scaler_1, *scaler_2;
|
||||
ClutterActor *stage;
|
||||
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
|
||||
SuperOH *oh;
|
||||
gint i;
|
||||
GError *error;
|
||||
ClutterActor *real_hand, *tmp;
|
||||
ClutterColor clr= {0xff, 0xff, 0x00, 0xff};
|
||||
|
||||
error = NULL;
|
||||
|
||||
clutter_init_with_args (&argc, &argv,
|
||||
NULL,
|
||||
super_oh_entries,
|
||||
NULL,
|
||||
&error);
|
||||
if (error)
|
||||
{
|
||||
g_warning ("Unable to initialise Clutter:\n%s",
|
||||
error->message);
|
||||
g_error_free (error);
|
||||
|
||||
exit (1);
|
||||
}
|
||||
|
||||
stage = clutter_stage_get_default ();
|
||||
clutter_actor_set_size (stage, 800, 600);
|
||||
|
||||
clutter_stage_set_title (CLUTTER_STAGE (stage), "Actors Test");
|
||||
clutter_stage_set_color (CLUTTER_STAGE (stage),
|
||||
&stage_color);
|
||||
|
||||
oh = g_new(SuperOH, 1);
|
||||
|
||||
/* Create a timeline to manage animation */
|
||||
timeline = clutter_timeline_new (360, 60); /* num frames, fps */
|
||||
g_object_set (timeline, "loop", TRUE, NULL); /* have it loop */
|
||||
|
||||
/* fire a callback for frame change */
|
||||
g_signal_connect (timeline, "new-frame", G_CALLBACK (frame_cb), oh);
|
||||
|
||||
/* Set up some behaviours to handle scaling */
|
||||
alpha = clutter_alpha_new_with_func (timeline, clutter_sine_func,
|
||||
NULL, NULL);
|
||||
|
||||
scaler_1 = clutter_behaviour_scale_new (alpha,
|
||||
0.5, 0.5,
|
||||
1.0, 1.0);
|
||||
|
||||
scaler_2 = clutter_behaviour_scale_new (alpha,
|
||||
1.0, 1.0,
|
||||
0.5, 0.5);
|
||||
|
||||
tmp = clutter_texture_new_from_file ("redhand.png", &error);
|
||||
if (tmp == NULL)
|
||||
{
|
||||
g_error ("image load failed: %s", error->message);
|
||||
exit (1);
|
||||
}
|
||||
real_hand = clutter_group_new ();
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
|
||||
tmp = clutter_rectangle_new_with_color (&clr);
|
||||
clutter_actor_set_size (tmp, 100, 100);
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
|
||||
|
||||
/* Now stick the group we want to clone into another group with a custom
|
||||
* opacity to verify that the clones don't traverse this parent when
|
||||
* calculating their opacity. */
|
||||
tmp = clutter_group_new ();
|
||||
clutter_actor_set_opacity (tmp, 0x80);
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (tmp), real_hand);
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (stage), tmp);
|
||||
|
||||
/* create a new group to hold multiple actors in a group */
|
||||
oh->group = clutter_group_new();
|
||||
|
||||
oh->hand = g_new (ClutterActor*, n_hands);
|
||||
for (i = 0; i < n_hands; i++)
|
||||
{
|
||||
gint x, y, w, h;
|
||||
|
||||
/* Create a texture from file, then clone in to same resources */
|
||||
oh->hand[i] = clutter_actor_clone_new (real_hand);
|
||||
|
||||
/* Place around a circle */
|
||||
w = clutter_actor_get_width (oh->hand[0]);
|
||||
h = clutter_actor_get_height (oh->hand[0]);
|
||||
|
||||
x = CLUTTER_STAGE_WIDTH () / 2
|
||||
+ RADIUS
|
||||
* cos (i * M_PI / (n_hands / 2))
|
||||
- w / 2;
|
||||
|
||||
y = CLUTTER_STAGE_HEIGHT () / 2
|
||||
+ RADIUS
|
||||
* sin (i * M_PI / (n_hands / 2))
|
||||
- h / 2;
|
||||
|
||||
clutter_actor_set_position (oh->hand[i], x, y);
|
||||
|
||||
clutter_actor_move_anchor_point_from_gravity (oh->hand[i],
|
||||
CLUTTER_GRAVITY_CENTER);
|
||||
|
||||
/* Add to our group group */
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
|
||||
|
||||
#if 1 /* FIXME: disabled as causes drift? - see comment above */
|
||||
if (i % 2)
|
||||
clutter_behaviour_apply (scaler_1, oh->hand[i]);
|
||||
else
|
||||
clutter_behaviour_apply (scaler_2, oh->hand[i]);
|
||||
#endif
|
||||
}
|
||||
|
||||
/* Add the group to the stage */
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (stage),
|
||||
CLUTTER_ACTOR (oh->group));
|
||||
|
||||
/* Show everying ( and map window ) */
|
||||
clutter_actor_show (stage);
|
||||
|
||||
|
||||
g_signal_connect (stage, "button-press-event",
|
||||
G_CALLBACK (input_cb),
|
||||
oh);
|
||||
g_signal_connect (stage, "key-release-event",
|
||||
G_CALLBACK (input_cb),
|
||||
oh);
|
||||
|
||||
/* and start it */
|
||||
clutter_timeline_start (timeline);
|
||||
|
||||
clutter_main ();
|
||||
|
||||
g_free (oh->hand);
|
||||
g_free (oh);
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user