#include #include #if defined (_MSC_VER) && !defined (_USE_MATH_DEFINES) #define _USE_MATH_DEFINES #endif #include #include #include #include #ifdef CLUTTER_WINDOWING_X11 #include "clutter/x11/clutter-x11.h" #endif #include "test-utils.h" #define NHANDS 6 typedef struct SuperOH { ClutterActor **hand, *bgtex; ClutterActor *real_hand; ClutterActor *group; ClutterActor *stage; gint stage_width; gint stage_height; gfloat radius; ClutterTimeline *timeline; gulong frame_id; gboolean *paint_guards; } 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 } }; int test_paint_wrapper_main (int argc, char *argv[]); const char * test_paint_wrapper_describe (void); static gboolean on_button_press_event (ClutterActor *actor, ClutterEvent *event, SuperOH *oh) { gfloat x, y; clutter_event_get_coords (event, &x, &y); g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n", clutter_event_get_button (event), x, y); clutter_actor_hide (actor); return TRUE; } static gboolean input_cb (ClutterActor *stage, ClutterEvent *event, gpointer data) { SuperOH *oh = data; if (event->type == CLUTTER_KEY_RELEASE) { g_print ("*** key press event (key:%c) ***\n", clutter_event_get_key_symbol (event)); if (clutter_event_get_key_symbol (event) == CLUTTER_KEY_q) { clutter_main_quit (); return TRUE; } else if (clutter_event_get_key_symbol (event) == CLUTTER_KEY_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 msecs, gpointer data) { SuperOH *oh = data; gint i; float rotation = clutter_timeline_get_progress (timeline) * 360.0f; /* Rotate everything clockwise about stage center*/ clutter_actor_set_rotation_angle (oh->group, CLUTTER_Z_AXIS, rotation); for (i = 0; i < n_hands; i++) { /* Rotate each hand around there centers - to get this we need * to take into account any scaling. */ clutter_actor_set_rotation_angle (oh->hand[i], CLUTTER_Z_AXIS, -6.0 * rotation); } } static void hand_pre_paint (ClutterActor *actor, ClutterPaintContext *paint_context, gpointer user_data) { CoglFramebuffer *framebuffer = clutter_paint_context_get_framebuffer (paint_context); CoglContext *ctx = cogl_framebuffer_get_context (framebuffer); CoglPipeline *pipeline; SuperOH *oh = user_data; gfloat w, h; int actor_num; for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++) ; g_assert (oh->paint_guards[actor_num] == FALSE); clutter_actor_get_size (actor, &w, &h); pipeline = cogl_pipeline_new (ctx); cogl_pipeline_set_color4ub (pipeline, 255, 0, 0, 128); cogl_framebuffer_draw_rectangle (framebuffer, pipeline, 0, 0, w / 2, h / 2); cogl_object_unref (pipeline); oh->paint_guards[actor_num] = TRUE; } static void hand_post_paint (ClutterActor *actor, ClutterPaintContext *paint_context, gpointer user_data) { CoglFramebuffer *framebuffer = clutter_paint_context_get_framebuffer (paint_context); CoglContext *ctx = cogl_framebuffer_get_context (framebuffer); CoglPipeline *pipeline; SuperOH *oh = user_data; gfloat w, h; int actor_num; for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++) ; g_assert (oh->paint_guards[actor_num] == TRUE); clutter_actor_get_size (actor, &w, &h); pipeline = cogl_pipeline_new (ctx); cogl_pipeline_set_color4ub (pipeline, 0, 255, 0, 128); cogl_framebuffer_draw_rectangle (framebuffer, pipeline, w / 2, h / 2, w, h); cogl_object_unref (pipeline); oh->paint_guards[actor_num] = FALSE; } static void stop_and_quit (ClutterActor *actor, SuperOH *oh) { g_clear_signal_handler (&oh->frame_id, oh->timeline); clutter_timeline_stop (oh->timeline); clutter_main_quit (); } G_MODULE_EXPORT int test_paint_wrapper_main (int argc, char *argv[]) { ClutterActor *stage; ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff }; SuperOH *oh; gint i; GError *error; ClutterActor *real_hand; error = NULL; if (clutter_init_with_args (&argc, &argv, NULL, super_oh_entries, NULL, &error) != CLUTTER_INIT_SUCCESS) { g_warning ("Unable to initialise Clutter:\n%s", error->message); g_error_free (error); return EXIT_FAILURE; } oh = g_new(SuperOH, 1); stage = clutter_stage_new (); clutter_actor_set_size (stage, 800, 600); clutter_stage_set_title (CLUTTER_STAGE (stage), "Paint Test"); clutter_actor_set_background_color (stage, &stage_color); g_signal_connect (stage, "destroy", G_CALLBACK (stop_and_quit), oh); oh->stage = stage; /* Create a timeline to manage animation */ oh->timeline = clutter_timeline_new_for_actor (oh->stage, 6000); clutter_timeline_set_repeat_count (oh->timeline, -1); /* fire a callback for frame change */ oh->frame_id = g_signal_connect (oh->timeline, "new-frame", G_CALLBACK (frame_cb), oh); real_hand = clutter_test_utils_create_texture_from_file (TESTS_DATADIR G_DIR_SEPARATOR_S "redhand.png", &error); if (real_hand == NULL) { g_error ("image load failed: %s", error->message); return EXIT_FAILURE; } /* create a new group to hold multiple actors in a group */ oh->group = clutter_actor_new(); clutter_actor_set_pivot_point (oh->group, 0.5, 0.5); oh->hand = g_new (ClutterActor*, n_hands); oh->stage_width = clutter_actor_get_width (stage); oh->stage_height = clutter_actor_get_height (stage); oh->radius = (oh->stage_width + oh->stage_height) / n_hands; for (i = 0; i < n_hands; i++) { gint x, y, w, h; if (i == 0) oh->hand[i] = real_hand; else oh->hand[i] = clutter_clone_new (real_hand); clutter_actor_set_reactive (oh->hand[i], TRUE); clutter_actor_set_size (oh->hand[i], 200, 213); /* Place around a circle */ w = clutter_actor_get_width (oh->hand[i]); h = clutter_actor_get_height (oh->hand[i]); x = oh->stage_width / 2 + oh->radius * cos (i * G_PI / (n_hands / 2)) - w / 2; y = oh->stage_height / 2 + oh->radius * sin (i * G_PI / (n_hands / 2)) - h / 2; clutter_actor_set_position (oh->hand[i], x, y); clutter_actor_set_translation (oh->hand[i], -100.f, -106.5, 0); g_signal_connect (oh->hand[i], "button-press-event", G_CALLBACK (on_button_press_event), oh); /* paint something before each hand */ g_signal_connect (oh->hand[i], "paint", G_CALLBACK (hand_pre_paint), oh); /* paint something after each hand */ g_signal_connect_after (oh->hand[i], "paint", G_CALLBACK (hand_post_paint), oh); /* Add to our group group */ clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]); } oh->paint_guards = g_malloc0 (sizeof (gboolean) * n_hands); /* 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, "key-release-event", G_CALLBACK (input_cb), oh); /* and start it */ clutter_timeline_start (oh->timeline); clutter_main (); g_object_unref (oh->timeline); g_free (oh->paint_guards); g_free (oh->hand); g_free (oh); return 0; } G_MODULE_EXPORT const char * test_paint_wrapper_describe (void) { return "Wrap an actor's paint cycle for pre and post processing."; }