mutter/doc/cookbook/textures.xml
2010-07-16 12:01:42 +01:00

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<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd">
<chapter id="textures">
<title>Textures</title>
<epigraph>
<attribution>Antoine de Saint-Exupery</attribution>
<para>A rock pile ceases to be a rock pile the moment a single man
contemplates it, bearing within him the image of a cathedral.</para>
</epigraph>
<section id="textures-introduction">
<title>Introduction</title>
<para>Textures are one of the most important actors in Clutter. Whether
they are employed as the background for a user interface control, or
to show the picture of a kitten, a big part of any Clutter-based
application is going to involve textures.</para>
<para>A ClutterTexture is an actor that can hold any raw image data and
paint it. ClutterTexture can also load image data from a file on disk and
convert it.</para>
<note><para>The actual formats supported by ClutterTexture depend on the
platform on which Clutter is being used.</para></note>
</section>
<section id="textures-drawing-with-cairo">
<title>Drawing 2D graphics onto a texture</title>
<section>
<title>Problem</title>
<para>You want to draw 2D graphics inside a Clutter application.</para>
</section>
<section>
<title>Solution</title>
<para>Create a <type>ClutterCairoTexture</type>, then draw onto
the Cairo context it wraps using the Cairo API:</para>
<informalexample>
<programlisting>
ClutterActor *texture;
cairo_t *cr;
guint width, height;
width = 800;
height = 600;
texture = clutter_cairo_texture_new (width, height);
cr = clutter_cairo_texture_create (CLUTTER_CAIRO_TEXTURE (texture));
/*
* write onto the Cairo context cr using the Cairo API;
* see <ulink url="http://cairographics.org/manual/">the Cairo API reference</ulink> for details
*/
cairo_move_to (cr, 0, 0);
cairo_line_to (cr, 800, 600);
cairo_stroke (cr);
/* does the actual drawing onto the texture */
cairo_destroy (cr);
</programlisting>
</informalexample>
<para>Here's a <ulink url="http://cairographics.org/tutorial/">useful
Cairo tutorial</ulink> if you want to learn more about the Cairo API
itself.</para>
</section>
<section>
<title>Discussion</title>
<para>A <type>ClutterCairoTexture</type> is a standard
<type>ClutterActor</type>, so it can be added to a
<type>ClutterContainer</type> (e.g. a <type>ClutterStage</type>
or <type>ClutterGroup</type>), animated, resized etc. in the
usual ways.</para>
<para>Other useful operations:</para>
<itemizedlist>
<listitem>
<para><emphasis>To draw on part of the texture:</emphasis>
use <function>clutter_cairo_texture_create_region()</function> to
retrieve a Cairo context for the region you want to draw on.</para>
</listitem>
<listitem>
<para><emphasis>To clear existing content from a texture:</emphasis>
use <function>clutter_cairo_texture_clear()</function>.</para>
<para>You may need to do this as the texture reuses the same
Cairo context each time you call
<function>clutter_cairo_texture_create()</function> or
<function>clutter_cairo_texture_create_region()</function>.</para>
</listitem>
<listitem>
<para><emphasis>To resize the Cairo context wrapped
by a texture</emphasis>, use
<function>clutter_cairo_texture_set_surface_size()</function>.</para>
</listitem>
</itemizedlist>
<section>
<title>Drawing pages from a PDF onto a ClutterCairoContext</title>
<para>Other libraries may provide an API for writing onto a
Cairo context; you can make use of these APIs on the exposed
Cairo context of a ClutterCairoTexture. For example, you
can use the poppler-glib API to display pages
from a PopplerDocument inside a Clutter application:</para>
<informalexample>
<programlisting>
<![CDATA[
#include <poppler/glib/poppler.h>
/* snipped setup code (as above) */
/*
* cast to CLUTTER_CAIRO_TEXTURE, as the functions
* used below require that type
*/
ClutterCairoTexture *cc_texture = CLUTTER_CAIRO_TEXTURE (texture);
clutter_cairo_texture_clear (cc_texture);
gchar *file_uri = "file:///path/to/file.pdf";
guint page_num = 0;
double page_width, page_height;
PopplerDocument *doc;
PopplerPage *page;
GError *error = NULL;
doc = poppler_document_new_from_file (file_uri, NULL, &error);
page = poppler_document_get_page (doc, page_num);
poppler_page_get_size (page, &page_width, &page_height);
cr = clutter_cairo_texture_create (cc_texture);
/* render the page to the context */
poppler_page_render (page, cr);
cairo_destroy (cr);
]]>
</programlisting>
</informalexample>
<note><para>If the page is larger than the Cairo context,
some of it might not be visible. Similarly, if the
<type>ClutterCairoTexture</type> is larger than the stage,
some of that might not be visible. So you
may need to do some work to make the <type>ClutterCairoTexture</type>
fit inside the stage properly (e.g. resize the stage), and/or some work
to make the PDF page sit inside the Cairo context (e.g. scale the PDF
page or put it inside a scrollable actor).</para></note>
</section>
</section>
</section>
<section id="textures-aspect-ratio">
<title>Maintaining the aspect ratio when loading an
image into a texture</title>
<section>
<title>Problem</title>
<para>You want want to load an image into a texture
and scale it, while retaining the underlying image's aspect ratio.</para>
</section>
<section>
<title>Solution</title>
<para>Set the texture to keep the aspect ratio of the
underlying image (so it doesn't distort when it's scaled); use
the actor's <property>request-mode</property> property to set
the correct geometry management (see the discussion section); then
resize the texture along one dimension (height or width).
Now, when an image is loaded into the texture, the image is
scaled to fit the set height or width; the other dimension
is automatically scaled by the same factor so the image fits
the texture:</para>
<informalexample>
<programlisting>
<![CDATA[
ClutterActor *texture;
texture = clutter_texture_new ();
clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture), TRUE);
/*
* this setting means the height of the scaled image is based on its width;
* it's not strictly necessary to set this, as this is the default
*/
clutter_actor_set_request_mode (texture, CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
/* set the width, which causes height to be scaled by the same factor */
clutter_actor_set_width (texture, 300);
clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
"/path/to/image.jpg",
NULL);
]]>
</programlisting>
</informalexample>
</section>
<section>
<title>Discussion</title>
<para>The <property>request-mode</property> for an actor
determines how geometry requisition is performed; in this case, this
includes how scaling is applied if you change the actor's
width or height. There are two possible values for
request-mode:</para>
<orderedlist>
<listitem>
<para>If set to <constant>CLUTTER_REQUEST_HEIGHT_FOR_WIDTH</constant>
(the default), changing the width causes the height
to be scaled by the same factor as the width.</para>
</listitem>
<listitem>
<para>If set to <constant>CLUTTER_REQUEST_WIDTH_FOR_HEIGHT</constant>,
changing the height causes the width to be scaled by the
same factor as the height.</para>
</listitem>
</orderedlist>
<para>In the example above, the texture is set to keep its
aspect ratio then fixed to a width of 300 pixels; the
request-mode is set to <constant>CLUTTER_REQUEST_HEIGHT_FOR_WIDTH</constant>.
If a standard, photo-sized image in landscape orientation were
loaded into it (2848 pixels wide x 2136 high), it would be scaled
down to 300 pixels wide; then, its height would be scaled by the
same factor as the width (i.e. scaled down to 225 pixels).</para>
<para>With request-mode set to
<constant>CLUTTER_REQUEST_WIDTH_FOR_HEIGHT</constant>,
you would get the same effect by setting the height first;
then, computation of the width for the scaled image would be
based on the scaling factor applied to its height instead.</para>
<para>You can work out which side of the source image is longest using
<function>clutter_texture_base_size()</function> to get its
width and height. This can be useful when trying to scale images
with different orientations to fit into uniform rows or columns:</para>
<informalexample>
<programlisting>
<![CDATA[
gint width;
gint height;
clutter_texture_get_base_size (CLUTTER_TEXTURE (texture), &width, &height);
]]>
</programlisting>
</informalexample>
<note><para>If you explicitly set the size (both width and height)
of a texture with <function>clutter_actor_set_size()</function> (or
with <function>clutter_actor_set_width()</function> and
<function>clutter_actor_set_height()</function>), any
image loaded into the texture is automatically stretched/shrunk to
fit the texture. This is the case regardless of any other settings
(like whether to keep aspect ratio).</para></note>
<note><para>Since a texture can scale down its contents, its minimum
preferred size is 0.</para></note>
</section>
</section>
<section id="textures-image-loading">
<title>Loading image data into a texture</title>
<section>
<title>Problem</title>
<para>You want to display an image inside a Clutter
application.</para>
</section>
<section>
<title>Solution</title>
<para>Create a <type>ClutterTexture</type> directly from an
image file:</para>
<informalexample>
<programlisting>
<![CDATA[
ClutterActor *texture;
GError *error = NULL;
gchar *image_path = "/path/to/image";
texture = clutter_texture_new_from_file (image_path, &error);
if (error != NULL)
{
// handle error
}
]]>
</programlisting>
</informalexample>
<para>Or create a texture and set its source to an image
file:</para>
<informalexample>
<programlisting>
<![CDATA[
ClutterActor *texture;
GError *error = NULL;
gchar *image_path = "/path/to/image";
gboolean loaded;
texture = clutter_texture_new ();
/*
* returns FALSE if file could not be loaded or texture
* could not be set from image data in the file
*/
loaded = clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
image_path,
&error);
if (error != NULL)
{
// handle error
}
]]>
</programlisting>
</informalexample>
</section>
<section>
<title>Discussion</title>
<para>Bear the following in mind when loading images into a
texture:</para>
<itemizedlist>
<listitem>
<para>An image load may fail if:
<itemizedlist>
<listitem>
<para>The file does not exist.</para>
</listitem>
<listitem>
<para>The image format is unsupported: most of the
common bitmap formats (PNG, JPEG, BMP, GIF, TIFF, XPM)
are supported, but more exotic ones may not be.</para>
</listitem>
</itemizedlist>
</para>
</listitem>
<listitem>
<para>Whether you're creating a texture from an image file,
or loading an image from a file into an existing texture,
you should specify the filesystem path to the file, rather
than a URI.</para>
</listitem>
</itemizedlist>
<section>
<title>Synchronous vs. asynchronous image loading</title>
<para>The code examples above show the simplest approach:
loading an image into a texture synchronously. This means that
the application waits for each image to be loaded before continuing;
which is acceptable in this case, but may not be when
loading images into multiple textures.</para>
<para>Another approach is to load data into textures
asynchronously. This requires some extra set up in your code:</para>
<itemizedlist>
<listitem>
<para>Call <function>g_thread_init()</function> (from the
GLib library) prior to calling <function>clutter_init()</function>,
so that a local thread is used to load the file, rather
than the main loop. (Note that this is not necessary if
you're using GLib version >= 2.24, since GObject
initializes threading with the type system.)</para>
</listitem>
<listitem>
<para>Set the texture to load data asynchronously.</para>
</listitem>
<listitem>
<para>Connect a callback to the texture's load-finished
signal to handle any errors which occur during loading,
and/or to do extra work if data loads successfully.</para>
</listitem>
</itemizedlist>
<para>The code below shows how to put these together:</para>
<informalexample>
<programlisting>
<![CDATA[
/* callback to invoke when a texture finishes loading image data */
static void
_load_finished_cb (ClutterTexture *texture,
gpointer error,
gpointer user_data)
{
GError *err = error;
const gchar *image_path = user_data;
if (err != NULL)
g_warning ("Could not load image from file %s; message: %s",
image_path,
err->message);
else
g_debug ("Image loaded from %s", image_path);
}
int
main (int argc, char *argv[])
{
/* initialize GLib's default threading implementation */
g_thread_init (NULL);
clutter_init (&argc, &argv);
/* ... get stage etc. */
ClutterActor *texture;
GError *error = NULL;
texture = clutter_texture_new ();
/* load data asynchronously */
clutter_texture_set_load_async (CLUTTER_TEXTURE (texture), TRUE);
/* connect a callback to the "load-finished" signal */
g_signal_connect (texture,
"load-finished",
G_CALLBACK (_load_finished_cb),
image_path);
/* load the image from a file */
clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
image_path,
&error);
/* ... clutter_main () etc. */
}
]]>
</programlisting>
</informalexample>
</section>
<section>
<title>Other ways to load image data into a texture</title>
<para>While it's useful to load image data into a texture directly
from a file, there are occasions where you may have image data
in some other (non-file) format:</para>
<itemizedlist>
<listitem>
<para>Various GNOME libraries provide image data in
<type>GdkPixbuf</type> structures; clutter-gtk has
functions for creating or setting a texture from a
<type>GdkPixbuf</type>:
<function>gtk_clutter_texture_new_from_pixbuf()</function>
and <function>gtk_clutter_texture_set_from_pixbuf()</function>
respectively.</para>
</listitem>
<listitem>
<para>If you have raw RGB pixel data, <type>ClutterTexture</type>
also has a <function>clutter_texture_set_from_rgb_data()</function>
function for loading it.</para>
</listitem>
</itemizedlist>
</section>
</section>
</section>
</chapter>