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:
Robert Bragg 2009-01-17 16:51:03 +00:00
parent 6d4cd416ec
commit df7480090d
8 changed files with 697 additions and 2 deletions

View File

@ -46,6 +46,7 @@ BUILT_SOURCES = $(MARSHALFILES) $(ENUMFILES)
# please, keep this sorted alphabetically # please, keep this sorted alphabetically
source_h = \ source_h = \
$(srcdir)/clutter-actor.h \ $(srcdir)/clutter-actor.h \
$(srcdir)/clutter-actor-clone.h \
$(srcdir)/clutter-alpha.h \ $(srcdir)/clutter-alpha.h \
$(srcdir)/clutter-animatable.h \ $(srcdir)/clutter-animatable.h \
$(srcdir)/clutter-animation.h \ $(srcdir)/clutter-animation.h \
@ -136,6 +137,7 @@ CLEANFILES = $(STAMPFILES)
# please, keep this sorted alphabetically # please, keep this sorted alphabetically
source_c = \ source_c = \
clutter-actor.c \ clutter-actor.c \
clutter-actor-clone.c \
clutter-alpha.c \ clutter-alpha.c \
clutter-animatable.c \ clutter-animatable.c \
clutter-animation.c \ clutter-animation.c \

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@ -0,0 +1,307 @@
/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2008 Intel Corporation.
*
* Authored By: Robert Bragg <robert@linux.intel.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
/**
* SECTION:clutter-actor-clone
* @short_description: An actor that displays a scaled clone of another
* actor.
*
* #ClutterActorClone is a #ClutterActor which draws with the paint
* function of another actor, scaled to fit its own allocation.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-color.h"
#include "clutter-debug.h"
#include "clutter-main.h"
#include "clutter-private.h"
#include "clutter-actor-clone.h"
#include "cogl/cogl.h"
G_DEFINE_TYPE (ClutterActorClone, clutter_actor_clone, CLUTTER_TYPE_ACTOR);
enum
{
PROP_0,
PROP_CLONE_SOURCE
};
#define CLUTTER_ACTOR_CLONE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
CLUTTER_TYPE_ACTOR_CLONE, \
ClutterActorClonePrivate))
struct _ClutterActorClonePrivate
{
ClutterActor *clone_source;
};
static void
clutter_actor_clone_get_preferred_width (ClutterActor *self,
ClutterUnit for_height,
ClutterUnit *min_width_p,
ClutterUnit *natural_width_p)
{
ClutterActorClonePrivate *priv = CLUTTER_ACTOR_CLONE (self)->priv;
ClutterActor *clone_source = priv->clone_source;
clutter_actor_get_preferred_width (clone_source,
for_height,
min_width_p,
natural_width_p);
}
static void
clutter_actor_clone_get_preferred_height (ClutterActor *self,
ClutterUnit for_width,
ClutterUnit *min_height_p,
ClutterUnit *natural_height_p)
{
ClutterActorClonePrivate *priv = CLUTTER_ACTOR_CLONE (self)->priv;
ClutterActor *clone_source = priv->clone_source;
clutter_actor_get_preferred_height (clone_source,
for_width,
min_height_p,
natural_height_p);
}
static void
clutter_actor_clone_paint (ClutterActor *self)
{
ClutterActorClone *clone = CLUTTER_ACTOR_CLONE (self);
ClutterActorClonePrivate *priv = clone->priv;
ClutterGeometry geom;
ClutterGeometry clone_source_geom;
float x_scale;
float y_scale;
ClutterActor *stage;
ClutterPerspective perspective;
guint stage_width;
guint stage_height;
CLUTTER_NOTE (PAINT,
"painting clone actor '%s'",
clutter_actor_get_name (self) ? clutter_actor_get_name (self)
: "unknown");
clutter_actor_get_allocation_geometry (self, &geom);
clutter_actor_get_allocation_geometry (priv->clone_source,
&clone_source_geom);
/* We need to scale what the clone-source actor paints to fill our own
* allocation... */
x_scale = geom.width / clone_source_geom.width;
y_scale = geom.height / clone_source_geom.height;
/* Once we have calculated the scale factors it's a case of pushing
* the scale factors to the bottom of the current model view stack...
*/
if (x_scale != 1.0 || y_scale != 1.0)
{
/*
* FIXME - this is quite expensive, it would be good it clutter kept
* the model view matrix changes made by cogl_setup_viewport seperate
* from those made while painting actors so we could simply replace the
* later by multiplying it with the scale avoiding the call to
* _clutter_actor_apply_modelview_transform_recursive.
*/
stage = clutter_actor_get_stage (self);
if (!stage)
return;
clutter_actor_get_size (stage, &stage_width, &stage_height);
clutter_stage_get_perspectivex (CLUTTER_STAGE (stage), &perspective);
cogl_setup_viewport (stage_width, stage_height,
perspective.fovy,
perspective.aspect,
perspective.z_near,
perspective.z_far);
cogl_scale (COGL_FIXED_FROM_FLOAT (x_scale),
COGL_FIXED_FROM_FLOAT (y_scale));
_clutter_actor_apply_modelview_transform_recursive (self, NULL);
}
/* The final bits of magic:
* - We need to make sure that when the clone-source actor's paint method
* calls clutter_actor_get_paint_opacity, it traverses our parent not it's
* real parent.
* - We need to stop clutter_actor_paint applying the model view matrix of
* the clone source actor.
*/
_clutter_actor_set_opacity_parent (priv->clone_source,
clutter_actor_get_parent (self));
_clutter_actor_set_enable_model_view_transform (priv->clone_source, FALSE);
clutter_actor_paint (priv->clone_source);
_clutter_actor_set_enable_model_view_transform (priv->clone_source, TRUE);
_clutter_actor_set_opacity_parent (priv->clone_source, NULL);
}
static void
clutter_actor_clone_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterActorClone *clone = CLUTTER_ACTOR_CLONE(object);
switch (prop_id)
{
case PROP_CLONE_SOURCE:
clone->priv->clone_source = g_value_get_object (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_actor_clone_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterActorClonePrivate *priv = CLUTTER_ACTOR_CLONE(object)->priv;
switch (prop_id)
{
case PROP_CLONE_SOURCE:
g_value_set_object (value, priv->clone_source);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_actor_clone_finalize (GObject *object)
{
G_OBJECT_CLASS (clutter_actor_clone_parent_class)->finalize (object);
}
static void
clutter_actor_clone_dispose (GObject *object)
{
G_OBJECT_CLASS (clutter_actor_clone_parent_class)->dispose (object);
}
static void
clutter_actor_clone_class_init (ClutterActorCloneClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
actor_class->paint = clutter_actor_clone_paint;
actor_class->get_preferred_width =
clutter_actor_clone_get_preferred_width;
actor_class->get_preferred_height =
clutter_actor_clone_get_preferred_height;
gobject_class->finalize = clutter_actor_clone_finalize;
gobject_class->dispose = clutter_actor_clone_dispose;
gobject_class->set_property = clutter_actor_clone_set_property;
gobject_class->get_property = clutter_actor_clone_get_property;
/**
* ClutterActorClone:clone-source
*
* This specifies the source actor being cloned
*
* Since: 1.0
*/
g_object_class_install_property
(gobject_class,
PROP_CLONE_SOURCE,
g_param_spec_object ("clone-source",
"Clone Source",
"Specifies the actor to be cloned",
CLUTTER_TYPE_ACTOR,
G_PARAM_CONSTRUCT_ONLY
|G_PARAM_WRITABLE
|G_PARAM_READABLE));
g_type_class_add_private (gobject_class, sizeof (ClutterActorClonePrivate));
}
static void
clutter_actor_clone_init (ClutterActorClone *self)
{
ClutterActorClonePrivate *priv;
self->priv = priv = CLUTTER_ACTOR_CLONE_GET_PRIVATE (self);
priv->clone_source = NULL;
}
/**
* clutter_actor_clone_new:
*
* Creates a new #ClutterActor which clones clone_source.
*
* Return value: a new #ClutterActor
*
* Since: 1.0
*/
ClutterActor *
clutter_actor_clone_new (ClutterActor *clone_source)
{
return g_object_new (CLUTTER_TYPE_ACTOR_CLONE,
"clone-source", clone_source,
NULL);
}
/**
* clutter_actor_clone_get_clone_source:
*
* @clone: a #ClutterActorClone
*
* Retrieves the source #ClutterActor being clone by @clone
*
* Return value: the actor source for the clone
*
* Since: 1.0
*/
ClutterActor *
clutter_actor_clone_get_clone_source (ClutterActorClone *clone)
{
ClutterActorClonePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR_CLONE (clone), NULL);
priv = clone->priv;
return priv->clone_source;
}

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@ -0,0 +1,76 @@
/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2008 Intel Corporation.
*
* Authored By: Robert Bragg <robert@linux.intel.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <clutter/clutter.h> can be included directly."
#endif
#ifndef __CLUTTER_ACTOR_CLONE_H__
#define __CLUTTER_ACTOR_CLONE_H__
#include <glib-object.h>
#include <clutter/clutter-actor.h>
#include <clutter/clutter-color.h>
G_BEGIN_DECLS
#define CLUTTER_TYPE_ACTOR_CLONE (clutter_actor_clone_get_type())
#define CLUTTER_ACTOR_CLONE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_ACTOR_CLONE, ClutterActorClone))
#define CLUTTER_ACTOR_CLONE_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_ACTOR_CLONE, ClutterActorCloneClass))
#define CLUTTER_IS_ACTOR_CLONE(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_ACTOR_CLONE))
#define CLUTTER_IS_ACTOR_CLONE_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_ACTOR_CLONE))
#define CLUTTER_ACTOR_CLONE_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_ACTOR_CLONE, ClutterActorCloneClass))
typedef struct _ClutterActorClone ClutterActorClone;
typedef struct _ClutterActorCloneClass ClutterActorCloneClass;
typedef struct _ClutterActorClonePrivate ClutterActorClonePrivate;
struct _ClutterActorClone
{
/*< private >*/
ClutterActor parent;
ClutterActorClonePrivate *priv;
};
struct _ClutterActorCloneClass
{
/*< private >*/
ClutterActorClass parent_class;
/* padding for future expansion */
void (*_clutter_actor_clone1) (void);
void (*_clutter_actor_clone2) (void);
void (*_clutter_actor_clone3) (void);
void (*_clutter_actor_clone4) (void);
};
GType clutter_actor_clone_get_type (void) G_GNUC_CONST;
ClutterActor *clutter_actor_clone_new (ClutterActor *clone_source);
ClutterActor *clutter_actor_clone_get_clone_source (ClutterActorClone *clone);
G_END_DECLS
#endif /* __CLUTTER_ACTOR_CLONE_H__ */

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@ -263,6 +263,9 @@ struct _ClutterActorPrivate
ShaderData *shader_data; ShaderData *shader_data;
PangoContext *pango_context; PangoContext *pango_context;
ClutterActor *opacity_parent;
gboolean enable_model_view_transform;
}; };
enum enum
@ -1482,7 +1485,8 @@ clutter_actor_paint (ClutterActor *self)
cogl_push_matrix(); cogl_push_matrix();
_clutter_actor_apply_modelview_transform (self); if (priv->enable_model_view_transform)
_clutter_actor_apply_modelview_transform (self);
if (priv->has_clip) if (priv->has_clip)
{ {
@ -3029,6 +3033,9 @@ clutter_actor_init (ClutterActor *self)
priv->needs_height_request = TRUE; priv->needs_height_request = TRUE;
priv->needs_allocation = TRUE; priv->needs_allocation = TRUE;
priv->opacity_parent = NULL;
priv->enable_model_view_transform = TRUE;
memset (priv->clip, 0, sizeof (ClutterUnit) * 4); memset (priv->clip, 0, sizeof (ClutterUnit) * 4);
} }
@ -5016,7 +5023,10 @@ clutter_actor_get_paint_opacity (ClutterActor *self)
priv = self->priv; priv = self->priv;
parent = priv->parent_actor; if (priv->opacity_parent)
parent = priv->opacity_parent;
else
parent = priv->parent_actor;
/* Factor in the actual actors opacity with parents */ /* Factor in the actual actors opacity with parents */
if (G_LIKELY (parent)) if (G_LIKELY (parent))
@ -7703,3 +7713,26 @@ clutter_actor_create_pango_context (ClutterActor *self)
return retval; return retval;
} }
/* Allows overriding the parent traversed when querying an actors paint
* opacity. Used by ClutterActorClone. */
void
_clutter_actor_set_opacity_parent (ClutterActor *self,
ClutterActor *parent)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->opacity_parent = parent;
}
/* Allows you to disable applying the actors model view transform during
* a paint. Used by ClutterActorClone. */
void
_clutter_actor_set_enable_model_view_transform (ClutterActor *self,
gboolean enable)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->enable_model_view_transform = enable;
}

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@ -219,6 +219,12 @@ gboolean _clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
void _clutter_actor_apply_modelview_transform_recursive (ClutterActor *self, void _clutter_actor_apply_modelview_transform_recursive (ClutterActor *self,
ClutterActor *ancestor); 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 G_END_DECLS
#endif /* _HAVE_CLUTTER_PRIVATE_H */ #endif /* _HAVE_CLUTTER_PRIVATE_H */

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@ -29,6 +29,7 @@
#define __CLUTTER_H_INSIDE__ #define __CLUTTER_H_INSIDE__
#include "clutter-actor.h" #include "clutter-actor.h"
#include "clutter-actor-clone.h"
#include "clutter-alpha.h" #include "clutter-alpha.h"
#include "clutter-animatable.h" #include "clutter-animatable.h"
#include "clutter-animation.h" #include "clutter-animation.h"

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@ -5,6 +5,7 @@ UNIT_TESTS = \
test-offscreen.c \ test-offscreen.c \
test-scale.c \ test-scale.c \
test-actors.c \ test-actors.c \
test-actors2.c \
test-behave.c \ test-behave.c \
test-project.c \ test-project.c \
test-perspective.c \ test-perspective.c \

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@ -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;
}