#include #include #include #include #include #define TRAILS 0 #define NHANDS 6 #define RADIUS ((CLUTTER_STAGE_WIDTH()+CLUTTER_STAGE_HEIGHT())/NHANDS) typedef struct SuperOH { ClutterActor **hand, *bgtex; ClutterActor *group; GdkPixbuf *bgpixb; } 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 gint get_radius (void) { return (CLUTTER_STAGE_WIDTH() + CLUTTER_STAGE_HEIGHT()) / n_hands; } void screensaver_setup (void) { Window remote_xwindow; const char *preview_xid; gboolean foreign_success = FALSE; preview_xid = g_getenv ("XSCREENSAVER_WINDOW"); if (preview_xid != NULL) { char *end; remote_xwindow = (Window) strtoul (preview_xid, &end, 0); if ((remote_xwindow != 0) && (end != NULL) && ((*end == ' ') || (*end == '\0')) && ((remote_xwindow < G_MAXULONG) || (errno != ERANGE))) { foreign_success = clutter_stage_set_xwindow_foreign (CLUTTER_STAGE(clutter_stage_get_default()), remote_xwindow); } } if (!foreign_success) clutter_actor_set_size (clutter_stage_get_default(), 800, 600); } /* input handler */ void input_cb (ClutterStage *stage, ClutterEvent *event, gpointer data) { SuperOH *oh = (SuperOH *)data; if (event->type == CLUTTER_BUTTON_PRESS) { ClutterButtonEvent *bev = (ClutterButtonEvent *) event; ClutterActor *e; g_print ("*** button press event (button:%d) ***\n", bev->button); e = clutter_stage_get_actor_at_pos (stage, clutter_button_event_x (bev), clutter_button_event_y (bev)); if (e) clutter_actor_hide(e); } 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 (); } } /* Timeline handler */ void frame_cb (ClutterTimeline *timeline, gint frame_num, gpointer data) { SuperOH *oh = (SuperOH *)data; ClutterActor *stage = clutter_stage_get_default (); gint i; #if TRAILS oh->bgpixb = clutter_stage_snapshot (CLUTTER_STAGE (stage), 0, 0, CLUTTER_STAGE_WIDTH(), CLUTTER_STAGE_HEIGHT()); clutter_texture_set_pixbuf (CLUTTER_TEXTURE (oh->bgtex), oh->bgpixb); g_object_unref (G_OBJECT (oh->bgpixb)); #endif /* Rotate everything clockwise about stage center*/ clutter_actor_rotate_z (CLUTTER_ACTOR (oh->group), frame_num, CLUTTER_STAGE_WIDTH() / 2, CLUTTER_STAGE_HEIGHT() / 2); for (i = 0; i < n_hands; i++) { /* rotate each hand around there centers */ clutter_actor_rotate_z (oh->hand[i], - 6.0 * frame_num, clutter_actor_get_width (oh->hand[i]) / 2, clutter_actor_get_height (oh->hand[i]) / 2); } /* clutter_actor_rotate_x (CLUTTER_ACTOR(oh->group), 75.0, CLUTTER_STAGE_HEIGHT()/2, 0); */ } int main (int argc, char *argv[]) { ClutterTimeline *timeline; ClutterActor *stage; ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff }; GdkPixbuf *pixbuf; SuperOH *oh; gint i; GError *error; 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 (); pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL); if (!pixbuf) g_error("pixbuf load failed"); /* Set our stage (window) size */ // clutter_actor_set_size (stage, WINWIDTH, WINHEIGHT); /* and its background color */ screensaver_setup (); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); oh = g_new(SuperOH, 1); #if TRAILS oh->bgtex = clutter_texture_new(); clutter_actor_set_size (oh->bgtex, CLUTTER_STAGE_WIDTH(), CLUTTER_STAGE_HEIGHT()); clutter_actor_set_opacity (oh->bgtex, 0x99); clutter_group_add (CLUTTER_GROUP (stage), oh->bgtex); #endif /* 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; gint radius = get_radius (); /* Create a texture from pixbuf, then clone in to same resources */ if (i == 0) oh->hand[i] = clutter_texture_new_from_pixbuf (pixbuf); else oh->hand[i] = clutter_clone_texture_new (CLUTTER_TEXTURE(oh->hand[0])); /* 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); /* Add to our group group */ clutter_group_add (CLUTTER_GROUP (oh->group), oh->hand[i]); } #if 0 { clutter_actor_set_scale (oh->group, .1, 0.1); guint w, h; clutter_actor_get_abs_size (CLUTTER_ACTOR(oh->hand[0]), &w, &h); g_print ("%ix%i\n", w, h); g_print ("%ix%i\n", clutter_actor_get_width(oh->hand[0]), clutter_actor_get_height(oh->hand[0])); } #endif /* Add the group to the stage */ clutter_group_add (CLUTTER_GROUP (stage), CLUTTER_ACTOR(oh->group)); /* Show everying ( and map window ) */ clutter_actor_show_all (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); /* Create a timeline to manage animation */ timeline = clutter_timeline_new (360, 90); /* num frames, fps */ g_object_set(timeline, "loop", TRUE, 0); /* have it loop */ /* fire a callback for frame change */ g_signal_connect (timeline, "new-frame", G_CALLBACK (frame_cb), oh); /* and start it */ clutter_timeline_start (timeline); clutter_main(); g_free (oh->hand); g_free (oh); return 0; }