mutter/examples/super-oh.c
2006-05-29 08:59:36 +00:00

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;
}