159 lines
3.8 KiB
C
159 lines
3.8 KiB
C
#include <clutter/clutter.h>
|
|
#include <math.h>
|
|
|
|
#define TRAILS 0
|
|
#define NHANDS 6
|
|
#define WINWIDTH 800
|
|
#define WINHEIGHT 800
|
|
#define RADIUS 250
|
|
|
|
typedef struct SuperOH
|
|
{
|
|
ClutterElement *hand[NHANDS], *bgtex;
|
|
ClutterGroup *group;
|
|
GdkPixbuf *bgpixb;
|
|
|
|
} SuperOH;
|
|
|
|
/* input handler */
|
|
void
|
|
input_cb (ClutterStage *stage,
|
|
ClutterEvent *event,
|
|
gpointer data)
|
|
{
|
|
SuperOH *oh = (SuperOH *)data;
|
|
|
|
if (event->type == CLUTTER_BUTTON_PRESS)
|
|
{
|
|
ClutterElement *e;
|
|
|
|
e = clutter_stage_pick (stage,
|
|
clutter_button_event_x(event),
|
|
clutter_button_event_y(event));
|
|
|
|
if (e)
|
|
clutter_element_hide(e);
|
|
}
|
|
}
|
|
|
|
|
|
/* Timeline handler */
|
|
void
|
|
frame_cb (ClutterTimeline *timeline,
|
|
gint frame_num,
|
|
gpointer data)
|
|
{
|
|
SuperOH *oh = (SuperOH *)data;
|
|
gint i;
|
|
|
|
#if TRAILS
|
|
oh->bgpixb = clutter_stage_snapshot (CLUTTER_STAGE(clutter_stage()),
|
|
0, 0, WINWIDTH, WINHEIGHT);
|
|
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_element_rotate_z (CLUTTER_ELEMENT(oh->group),
|
|
frame_num,
|
|
WINWIDTH/2,
|
|
WINHEIGHT/2);
|
|
for (i = 0; i < NHANDS; i++)
|
|
{
|
|
/* rotate each hand around there centers */
|
|
clutter_element_rotate_z (oh->hand[i],
|
|
- 6.0 * frame_num,
|
|
clutter_element_get_width (oh->hand[i])/2,
|
|
clutter_element_get_height (oh->hand[i])/2);
|
|
}
|
|
|
|
/*
|
|
clutter_element_rotate_x (CLUTTER_ELEMENT(oh->group),
|
|
75.0,
|
|
WINHEIGHT/2, 0);
|
|
*/
|
|
}
|
|
|
|
int
|
|
main (int argc, char *argv[])
|
|
{
|
|
ClutterTimeline *timeline;
|
|
GdkPixbuf *pixbuf;
|
|
SuperOH *oh;
|
|
gint i;
|
|
|
|
clutter_init (&argc, &argv);
|
|
|
|
pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL);
|
|
|
|
if (!pixbuf)
|
|
g_error("pixbuf load failed");
|
|
|
|
/* Set our stage (window) size */
|
|
clutter_element_set_size (CLUTTER_ELEMENT(clutter_stage()),
|
|
WINWIDTH, WINHEIGHT);
|
|
|
|
/* and its background color */
|
|
clutter_stage_set_color (CLUTTER_STAGE(clutter_stage()), 0x61648cff);
|
|
|
|
oh = g_new(SuperOH, 1);
|
|
|
|
#if TRAILS
|
|
oh->bgtex = clutter_texture_new();
|
|
clutter_element_set_size (oh->bgtex, WINWIDTH, WINHEIGHT);
|
|
clutter_element_set_opacity (oh->bgtex, 0x99);
|
|
clutter_group_add (clutter_stage(), oh->bgtex);
|
|
#endif
|
|
|
|
/* create a new group to hold multiple elements in a group */
|
|
oh->group = clutter_group_new();
|
|
|
|
for (i = 0; i < NHANDS; i++)
|
|
{
|
|
gint x, y, w, h;
|
|
|
|
/* 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_element_get_width (oh->hand[0]);
|
|
h = clutter_element_get_height (oh->hand[0]);
|
|
|
|
x = WINWIDTH/2 + RADIUS * cos (i * M_PI / (NHANDS/2)) - w/2;
|
|
y = WINHEIGHT/2 + RADIUS * sin (i * M_PI / (NHANDS/2)) - h/2;
|
|
|
|
clutter_element_set_position (oh->hand[i], x, y);
|
|
|
|
/* Add to our group group */
|
|
clutter_group_add (oh->group, oh->hand[i]);
|
|
}
|
|
|
|
/* Add the group to the stage */
|
|
clutter_group_add (clutter_stage(), CLUTTER_ELEMENT(oh->group));
|
|
|
|
/* Show everying ( and map window ) */
|
|
clutter_group_show_all (oh->group);
|
|
clutter_group_show_all (clutter_stage());
|
|
|
|
g_signal_connect (clutter_stage(), "input-event",
|
|
G_CALLBACK (input_cb),
|
|
oh);
|
|
|
|
/* Create a timeline to manage animation */
|
|
timeline = clutter_timeline_new (360, 60); /* 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();
|
|
|
|
return 0;
|
|
}
|