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:
@ -5,6 +5,7 @@ UNIT_TESTS = \
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test-offscreen.c \
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test-scale.c \
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test-actors.c \
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test-actors2.c \
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test-behave.c \
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test-project.c \
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test-perspective.c \
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269
tests/interactive/test-actors2.c
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269
tests/interactive/test-actors2.c
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@ -0,0 +1,269 @@
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#include <clutter/clutter.h>
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#if defined (_MSC_VER) && !defined (_USE_MATH_DEFINES)
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#define _USE_MATH_DEFINES
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#endif
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#include <math.h>
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#include <errno.h>
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#include <stdlib.h>
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#include <glib.h>
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#include <gmodule.h>
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#define TRAILS 0
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#define NHANDS 6
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#define RADIUS ((CLUTTER_STAGE_WIDTH()+CLUTTER_STAGE_HEIGHT())/NHANDS)
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typedef struct SuperOH
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{
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ClutterActor **hand, *bgtex;
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ClutterActor *group;
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} SuperOH;
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static gint n_hands = NHANDS;
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static GOptionEntry super_oh_entries[] = {
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{
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"num-hands", 'n',
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0,
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G_OPTION_ARG_INT, &n_hands,
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"Number of hands", "HANDS"
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},
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{ NULL }
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};
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/* input handler */
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static gboolean
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input_cb (ClutterActor *stage,
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ClutterEvent *event,
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gpointer data)
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{
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SuperOH *oh = data;
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if (event->type == CLUTTER_BUTTON_PRESS)
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{
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ClutterButtonEvent *button_event;
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ClutterActor *e;
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gint x, y;
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clutter_event_get_coords (event, &x, &y);
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button_event = (ClutterButtonEvent *) event;
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g_print ("*** button press event (button:%d) ***\n",
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button_event->button);
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e = clutter_stage_get_actor_at_pos (CLUTTER_STAGE (stage), x, y);
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if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE_TEXTURE (e)))
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{
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clutter_actor_hide (e);
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return TRUE;
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}
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}
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else if (event->type == CLUTTER_KEY_RELEASE)
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{
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ClutterKeyEvent *kev = (ClutterKeyEvent *) event;
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g_print ("*** key press event (key:%c) ***\n",
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clutter_key_event_symbol (kev));
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if (clutter_key_event_symbol (kev) == CLUTTER_q)
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{
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clutter_main_quit ();
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return TRUE;
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}
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else if (clutter_key_event_symbol (kev) == CLUTTER_r)
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{
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gint i;
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for (i = 0; i < n_hands; i++)
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clutter_actor_show (oh->hand[i]);
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return TRUE;
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}
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}
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return FALSE;
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}
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/* Timeline handler */
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static void
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frame_cb (ClutterTimeline *timeline,
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gint frame_num,
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gpointer data)
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{
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SuperOH *oh = data;
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gint i;
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/* Rotate everything clockwise about stage center*/
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clutter_actor_set_rotation (CLUTTER_ACTOR (oh->group),
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CLUTTER_Z_AXIS,
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frame_num,
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CLUTTER_STAGE_WIDTH () / 2,
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CLUTTER_STAGE_HEIGHT () / 2,
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0);
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for (i = 0; i < n_hands; i++)
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{
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gdouble scale_x, scale_y;
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clutter_actor_get_scale (oh->hand[i], &scale_x, &scale_y);
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/* Rotate each hand around there centers - to get this we need
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* to take into account any scaling.
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*
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* FIXME: scaling causes drift so disabled for now. Need rotation
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* unit based functions to fix.
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*/
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clutter_actor_set_rotation (oh->hand[i], CLUTTER_Z_AXIS,
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- 6.0 * frame_num, 0, 0, 0);
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}
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}
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G_MODULE_EXPORT int
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test_actors2_main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterAlpha *alpha;
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ClutterBehaviour *scaler_1, *scaler_2;
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ClutterActor *stage;
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ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
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SuperOH *oh;
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gint i;
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GError *error;
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ClutterActor *real_hand, *tmp;
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ClutterColor clr= {0xff, 0xff, 0x00, 0xff};
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error = NULL;
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clutter_init_with_args (&argc, &argv,
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NULL,
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super_oh_entries,
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NULL,
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&error);
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if (error)
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{
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g_warning ("Unable to initialise Clutter:\n%s",
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error->message);
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g_error_free (error);
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exit (1);
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}
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stage = clutter_stage_get_default ();
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clutter_actor_set_size (stage, 800, 600);
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Actors Test");
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clutter_stage_set_color (CLUTTER_STAGE (stage),
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&stage_color);
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oh = g_new(SuperOH, 1);
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/* Create a timeline to manage animation */
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timeline = clutter_timeline_new (360, 60); /* num frames, fps */
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g_object_set (timeline, "loop", TRUE, NULL); /* have it loop */
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/* fire a callback for frame change */
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g_signal_connect (timeline, "new-frame", G_CALLBACK (frame_cb), oh);
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/* Set up some behaviours to handle scaling */
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alpha = clutter_alpha_new_with_func (timeline, clutter_sine_func,
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NULL, NULL);
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scaler_1 = clutter_behaviour_scale_new (alpha,
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0.5, 0.5,
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1.0, 1.0);
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scaler_2 = clutter_behaviour_scale_new (alpha,
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1.0, 1.0,
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0.5, 0.5);
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tmp = clutter_texture_new_from_file ("redhand.png", &error);
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if (tmp == NULL)
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{
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g_error ("image load failed: %s", error->message);
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exit (1);
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}
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real_hand = clutter_group_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
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tmp = clutter_rectangle_new_with_color (&clr);
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clutter_actor_set_size (tmp, 100, 100);
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clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
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/* Now stick the group we want to clone into another group with a custom
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* opacity to verify that the clones don't traverse this parent when
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* calculating their opacity. */
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tmp = clutter_group_new ();
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clutter_actor_set_opacity (tmp, 0x80);
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clutter_container_add_actor (CLUTTER_CONTAINER (tmp), real_hand);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), tmp);
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/* create a new group to hold multiple actors in a group */
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oh->group = clutter_group_new();
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oh->hand = g_new (ClutterActor*, n_hands);
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for (i = 0; i < n_hands; i++)
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{
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gint x, y, w, h;
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/* Create a texture from file, then clone in to same resources */
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oh->hand[i] = clutter_actor_clone_new (real_hand);
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/* Place around a circle */
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w = clutter_actor_get_width (oh->hand[0]);
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h = clutter_actor_get_height (oh->hand[0]);
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x = CLUTTER_STAGE_WIDTH () / 2
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+ RADIUS
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* cos (i * M_PI / (n_hands / 2))
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- w / 2;
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y = CLUTTER_STAGE_HEIGHT () / 2
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+ RADIUS
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* sin (i * M_PI / (n_hands / 2))
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- h / 2;
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clutter_actor_set_position (oh->hand[i], x, y);
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clutter_actor_move_anchor_point_from_gravity (oh->hand[i],
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CLUTTER_GRAVITY_CENTER);
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/* Add to our group group */
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clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
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#if 1 /* FIXME: disabled as causes drift? - see comment above */
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if (i % 2)
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clutter_behaviour_apply (scaler_1, oh->hand[i]);
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else
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clutter_behaviour_apply (scaler_2, oh->hand[i]);
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#endif
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}
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/* Add the group to the stage */
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clutter_container_add_actor (CLUTTER_CONTAINER (stage),
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CLUTTER_ACTOR (oh->group));
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/* Show everying ( and map window ) */
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clutter_actor_show (stage);
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g_signal_connect (stage, "button-press-event",
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G_CALLBACK (input_cb),
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oh);
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g_signal_connect (stage, "key-release-event",
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G_CALLBACK (input_cb),
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oh);
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/* and start it */
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clutter_timeline_start (timeline);
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clutter_main ();
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g_free (oh->hand);
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g_free (oh);
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return 0;
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}
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