#undef CLUTTER_DISABLE_DEPRECATED #include #include #include #include #include #include #define NHANDS 6 typedef struct SuperOH { ClutterActor **hand; ClutterActor *bgtex; ClutterActor *real_hand; ClutterActor *group; ClutterActor *stage; gint stage_width; gint stage_height; gfloat radius; ClutterBehaviour *scaler_1; ClutterBehaviour *scaler_2; ClutterTimeline *timeline; } 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 } }; static void on_group_destroy (ClutterActor *actor, SuperOH *oh) { oh->group = NULL; } static void on_hand_destroy (ClutterActor *actor, SuperOH *oh) { int i; for (i = 0; i < n_hands; i++) { if (oh->hand[i] == actor) oh->hand[i] = NULL; } } 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 on %s ***\n", clutter_event_get_button (event), x, y, clutter_actor_get_name (actor)); 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++) { if (oh->hand[i] != NULL) 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*/ if (oh->group != NULL) clutter_actor_set_rotation (oh->group, CLUTTER_Z_AXIS, rotation, oh->stage_width / 2, oh->stage_height / 2, 0); for (i = 0; i < n_hands; i++) { /* Rotate each hand around there centers - to get this we need * to take into account any scaling. */ if (oh->hand[i] != NULL) clutter_actor_set_rotation (oh->hand[i], CLUTTER_Z_AXIS, -6.0 * rotation, 0, 0, 0); } } static gdouble my_sine_wave (ClutterAlpha *alpha, gpointer dummy G_GNUC_UNUSED) { ClutterTimeline *timeline = clutter_alpha_get_timeline (alpha); gdouble progress = clutter_timeline_get_progress (timeline); return sin (progress * G_PI); } G_MODULE_EXPORT int test_actors_main (int argc, char *argv[]) { ClutterAlpha *alpha; ClutterActor *stage; SuperOH *oh; gint i; GError *error; ClutterActor *real_hand; gchar *file; 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); return EXIT_FAILURE; } stage = clutter_stage_new (); clutter_actor_set_size (stage, 800, 600); clutter_actor_set_name (stage, "Default Stage"); g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL); clutter_stage_set_title (CLUTTER_STAGE (stage), "Actors"); clutter_stage_set_color (CLUTTER_STAGE (stage), CLUTTER_COLOR_LightSkyBlue); clutter_stage_set_user_resizable (CLUTTER_STAGE (stage), TRUE); oh = g_new (SuperOH, 1); oh->stage = stage; /* Create a timeline to manage animation */ oh->timeline = clutter_timeline_new (6000); clutter_timeline_set_loop (oh->timeline, TRUE); /* fire a callback for frame change */ g_signal_connect (oh->timeline, "new-frame", G_CALLBACK (frame_cb), oh); /* Set up some behaviours to handle scaling */ alpha = clutter_alpha_new_with_func (oh->timeline, my_sine_wave, NULL, NULL); oh->scaler_1 = clutter_behaviour_scale_new (alpha, 0.5, 0.5, 1.0, 1.0); oh->scaler_2 = clutter_behaviour_scale_new (alpha, 1.0, 1.0, 0.5, 0.5); file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL); real_hand = clutter_texture_new_from_file (file, &error); if (real_hand == NULL) g_error ("image load failed: %s", error->message); g_free (file); /* create a new group to hold multiple actors in a group */ oh->group = clutter_group_new(); clutter_actor_set_name (oh->group, "Group"); g_signal_connect (oh->group, "destroy", G_CALLBACK (on_group_destroy), oh); 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; clutter_actor_set_name (oh->hand[i], "Real Hand"); } else { oh->hand[i] = clutter_clone_new (real_hand); clutter_actor_set_name (oh->hand[i], "Clone 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_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]); g_signal_connect (oh->hand[i], "button-press-event", G_CALLBACK (on_button_press_event), oh); g_signal_connect (oh->hand[i], "destroy", G_CALLBACK (on_hand_destroy), oh); if (i % 2) clutter_behaviour_apply (oh->scaler_1, oh->hand[i]); else clutter_behaviour_apply (oh->scaler_2, oh->hand[i]); } /* Add the group to the stage */ clutter_container_add_actor (CLUTTER_CONTAINER (stage), oh->group); /* Show everying */ 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 (); clutter_timeline_stop (oh->timeline); /* clean up */ g_object_unref (oh->scaler_1); g_object_unref (oh->scaler_2); g_object_unref (oh->timeline); g_free (oh->hand); g_free (oh); return EXIT_SUCCESS; }