#include #include #include /* our thread-specific data */ typedef struct { ClutterActor *stage; ClutterActor *label; ClutterActor *progress; ClutterActor *rect; ClutterTransition *flip; ClutterTransition *bounce; } TestThreadData; static TestThreadData * test_thread_data_new (void) { TestThreadData *data; data = g_new0 (TestThreadData, 1); return data; } static void test_thread_data_free (gpointer _data) { TestThreadData *data = _data; if (data == NULL) return; g_print ("Removing thread data [%p]\n", _data); g_clear_object (&data->progress); g_clear_object (&data->label); g_clear_object (&data->stage); g_clear_object (&data->rect); g_clear_object (&data->flip); g_clear_object (&data->bounce); g_free (data); } static gboolean test_thread_done_idle (gpointer user_data) { TestThreadData *data = user_data; g_print ("Last update [%p]\n", data); clutter_text_set_text (CLUTTER_TEXT (data->label), "Completed"); clutter_actor_remove_transition (data->rect, "bounce"); clutter_actor_remove_transition (data->rect, "flip"); return G_SOURCE_REMOVE; } static void test_thread_data_done (gpointer _data) { if (_data == NULL) return; g_print ("Thread completed\n"); /* since the TestThreadData structure references Clutter data structures * we need to free it from within the same thread that called clutter_main() * which means using an idle handler in the main loop. * * clutter_threads_add_idle() is guaranteed to run the callback passed to * to it under the Big Clutter Lock. */ clutter_threads_add_idle_full (G_PRIORITY_DEFAULT, test_thread_done_idle, _data, test_thread_data_free); } /* thread local storage */ static GPrivate test_thread_data = G_PRIVATE_INIT (test_thread_data_done); typedef struct { gint count; TestThreadData *thread_data; } TestUpdate; static gboolean update_label_idle (gpointer data) { TestUpdate *update = data; guint width; gchar *text; if (update->thread_data->label == NULL) return G_SOURCE_REMOVE; text = g_strdup_printf ("Count to %d", update->count); clutter_text_set_text (CLUTTER_TEXT (update->thread_data->label), text); clutter_actor_set_width (update->thread_data->label, -1); if (update->count == 0) width = 0; else if (update->count == 100) width = 350; else width = (guint) (update->count / 100.0 * 350.0); clutter_actor_save_easing_state (update->thread_data->progress); clutter_actor_set_width (update->thread_data->progress, width); clutter_actor_restore_easing_state (update->thread_data->progress); g_free (text); g_free (update); return G_SOURCE_REMOVE; } static void do_something_very_slow (void) { TestThreadData *data; gint i; data = g_private_get (&test_thread_data); for (i = 0; i <= 100; i++) { gint msecs; msecs = 1 + (int) (100.0 * rand () / ((RAND_MAX + 1.0) / 3)); /* sleep for a while, to emulate some work being done */ g_usleep (msecs * 1000); if ((i % 10) == 0) { TestUpdate *update; /* update the UI from within the main loop, making sure that the * Big Clutter Lock is held; only one thread at a time can call * Clutter API, and it's mandatory to do this from the same thread * that called clutter_init()/clutter_main(). */ update = g_new (TestUpdate, 1); update->count = i; update->thread_data = data; clutter_threads_add_idle_full (G_PRIORITY_HIGH, update_label_idle, update, NULL); } } } static gpointer test_thread_func (gpointer user_data) { TestThreadData *data = user_data; g_private_set (&test_thread_data, data); /* this function will block */ do_something_very_slow (); return NULL; } static ClutterActor *count_label = NULL; static ClutterActor *help_label = NULL; static ClutterActor *progress_rect = NULL; static ClutterActor *rect = NULL; static ClutterTransition *flip = NULL; static ClutterTransition *bounce = NULL; static gboolean on_key_press_event (ClutterStage *stage, ClutterEvent *event, gpointer user_data) { TestThreadData *data; switch (clutter_event_get_key_symbol (event)) { case CLUTTER_KEY_s: clutter_text_set_text (CLUTTER_TEXT (help_label), "Press 'q' to quit"); /* start the animations */ clutter_actor_add_transition (rect, "flip", flip); clutter_actor_add_transition (rect, "bounce", bounce); /* the data structure holding all our objects */ data = test_thread_data_new (); data->stage = g_object_ref (stage); data->label = g_object_ref (count_label); data->progress = g_object_ref (progress_rect); data->rect = g_object_ref (rect); data->flip = g_object_ref (flip); data->bounce = g_object_ref (bounce); /* start the thread that updates the counter and the progress bar */ g_thread_new ("counter", test_thread_func, data); return CLUTTER_EVENT_STOP; case CLUTTER_KEY_q: clutter_main_quit (); return CLUTTER_EVENT_STOP; default: break; } return CLUTTER_EVENT_PROPAGATE; } int main (int argc, char *argv[]) { ClutterTransition *transition; ClutterActor *stage; ClutterPoint start = CLUTTER_POINT_INIT (75.f, 150.f); ClutterPoint end = CLUTTER_POINT_INIT (400.f, 150.f); if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS) return 1; stage = clutter_stage_new (); clutter_stage_set_title (CLUTTER_STAGE (stage), "Threading"); clutter_actor_set_background_color (stage, CLUTTER_COLOR_Aluminium3); clutter_actor_set_size (stage, 600, 300); g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL); count_label = clutter_text_new_with_text ("Mono 12", "Counter"); clutter_actor_set_position (count_label, 350, 50); clutter_actor_add_child (stage, count_label); help_label = clutter_text_new_with_text ("Mono 12", "Press 's' to start"); clutter_actor_set_position (help_label, 50, 50); clutter_actor_add_child (stage, help_label); /* a progress bar */ progress_rect = clutter_actor_new (); clutter_actor_set_background_color (progress_rect, CLUTTER_COLOR_DarkChameleon); clutter_actor_set_position (progress_rect, 50, 225); clutter_actor_set_size (progress_rect, 350, 50); clutter_actor_add_child (stage, progress_rect); /* an actor we bounce around */ rect = clutter_actor_new (); clutter_actor_set_background_color (rect, CLUTTER_COLOR_LightScarletRed); clutter_actor_set_position (rect, 75, 150); clutter_actor_set_size (rect, 50, 50); clutter_actor_set_anchor_point (rect, 25, 25); clutter_actor_set_opacity (rect, 224); clutter_actor_add_child (stage, rect); /* two transitions we use to bounce rect around */ transition = clutter_property_transition_new ("rotation-angle-z"); clutter_transition_set_from (transition, G_TYPE_DOUBLE, 0.0); clutter_transition_set_to (transition, G_TYPE_DOUBLE, 360.0); clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), -1); clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE); clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 3000); flip = transition; transition = clutter_property_transition_new ("position"); clutter_transition_set_from (transition, CLUTTER_TYPE_POINT, &start); clutter_transition_set_to (transition, CLUTTER_TYPE_POINT, &end); clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), -1); clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE); clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 3000); bounce = transition; g_signal_connect (stage, "button-press-event", G_CALLBACK (clutter_main_quit), NULL); g_signal_connect (stage, "key-press-event", G_CALLBACK (on_key_press_event), NULL); clutter_actor_show (stage); clutter_main (); return EXIT_SUCCESS; }