aece642adb
Make sure users get the idea that clutter_init() has a return value that needs to be checked. These were fixed via sed magic: sed -i -s -e "s/clutter_init (.*)/\ if (& != CLUTTER_INIT_SUCCESS)\n return 1/"\ doc/*/*/*.{c,xml} doc/*/*.xml http://bugzilla.clutter-project.org/show_bug.cgi?id=2574
137 lines
4.3 KiB
C
137 lines
4.3 KiB
C
#include <stdlib.h>
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#include <clutter/clutter.h>
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#define STAGE_SIDE 400
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#define RECTANGLE_SIDE STAGE_SIDE * 0.5
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#define TEXTURE_SIZE_MAX STAGE_SIDE * 0.9
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#define TEXTURE_SIZE_MIN STAGE_SIDE * 0.1
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#define TEXTURE_SIZE_STEP 0.2
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#define OVERLAY_OPACITY_OFF 0
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#define OVERLAY_OPACITY_ON 100
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static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };
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static const ClutterColor overlay_color = { 0xaa, 0x99, 0x00, 0xff };
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/* change the texture size with +/- */
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static gboolean
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key_press_cb (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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ClutterActor *texture;
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gfloat texture_width, texture_height;
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guint key_pressed;
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texture = CLUTTER_ACTOR (user_data);
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clutter_actor_get_size (texture, &texture_width, &texture_height);
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key_pressed = clutter_event_get_key_symbol (event);
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if (key_pressed == CLUTTER_KEY_plus)
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{
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texture_width *= 1.0 + TEXTURE_SIZE_STEP;
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texture_height *= 1.0 + TEXTURE_SIZE_STEP;
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}
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else if (key_pressed == CLUTTER_KEY_minus)
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{
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texture_width *= 1.0 - TEXTURE_SIZE_STEP;
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texture_height *= 1.0 - TEXTURE_SIZE_STEP;
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}
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if (texture_width <= TEXTURE_SIZE_MAX && texture_width >= TEXTURE_SIZE_MIN)
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clutter_actor_animate (texture, CLUTTER_EASE_OUT_CUBIC, 500,
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"width", texture_width,
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"height", texture_height,
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NULL);
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return TRUE;
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}
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/* turn overlay opacity on/off */
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static void
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click_cb (ClutterClickAction *action,
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ClutterActor *actor,
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gpointer user_data)
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{
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ClutterActor *overlay = CLUTTER_ACTOR (user_data);
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guint8 opacity = clutter_actor_get_opacity (overlay);
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if (opacity < OVERLAY_OPACITY_ON)
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opacity = OVERLAY_OPACITY_ON;
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else
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opacity = OVERLAY_OPACITY_OFF;
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clutter_actor_set_opacity (overlay, opacity);
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}
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int
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main (int argc, char *argv[])
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{
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ClutterActor *stage;
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ClutterActor *texture;
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ClutterActor *overlay;
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ClutterAction *click;
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GError *error = NULL;
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gchar *filename = TESTS_DATA_DIR "/redhand.png";
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if (argc > 1)
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filename = argv[1];
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if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
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return 1;
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stage = clutter_stage_new ();
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clutter_actor_set_size (stage, STAGE_SIDE, STAGE_SIDE);
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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texture = clutter_texture_new ();
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clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture), TRUE);
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clutter_actor_set_reactive (texture, TRUE);
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clutter_actor_set_size (texture, RECTANGLE_SIDE, RECTANGLE_SIDE);
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clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
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clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
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clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
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filename,
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&error);
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if (error != NULL)
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{
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g_warning ("Error loading %s\n%s", filename, error->message);
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g_error_free (error);
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exit (EXIT_FAILURE);
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}
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/* overlay is 10px wider and taller than the texture, and centered on it;
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* initially, it is transparent; but it is made semi-opaque when the
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* texture is clicked
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*/
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overlay = clutter_rectangle_new_with_color (&overlay_color);
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clutter_actor_set_opacity (overlay, OVERLAY_OPACITY_OFF);
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clutter_actor_add_constraint (overlay, clutter_bind_constraint_new (texture, CLUTTER_BIND_WIDTH, 10));
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clutter_actor_add_constraint (overlay, clutter_bind_constraint_new (texture, CLUTTER_BIND_HEIGHT, 10));
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clutter_actor_add_constraint (overlay, clutter_align_constraint_new (texture, CLUTTER_ALIGN_X_AXIS, 0.5));
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clutter_actor_add_constraint (overlay, clutter_align_constraint_new (texture, CLUTTER_ALIGN_Y_AXIS, 0.5));
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click = clutter_click_action_new ();
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clutter_actor_add_action (texture, click);
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clutter_container_add (CLUTTER_CONTAINER (stage), texture, overlay, NULL);
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clutter_actor_raise_top (overlay);
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g_signal_connect (click, "clicked", G_CALLBACK (click_cb), overlay);
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g_signal_connect (stage,
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"key-press-event",
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G_CALLBACK (key_press_cb),
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texture);
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clutter_actor_show (stage);
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clutter_main ();
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return EXIT_SUCCESS;
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}
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