d6d208da7d
With the recent change to internal floating point values, ClutterUnit has become a redundant type, defined to be a float. All integer entry points are being internally converted to floating point values to be passed to the GL pipeline with the least amount of conversion. ClutterUnit is thus exposed as just a "pixel with fractionary bits", and not -- as users might think -- as generic, resolution and device independent units. not that it was the case, but a definitive amount of people was convinced it did provide this "feature", and was flummoxed about the mere existence of this type. So, having ClutterUnit exposed in the public API doubles the entry points and has the following disadvantages: - we have to maintain twice the amount of entry points in ClutterActor - we still do an integer-to-float implicit conversion - we introduce a weird impedance between pixels and "pixels with fractionary bits" - language bindings will have to choose what to bind, and resort to manually overriding the API + *except* for language bindings based on GObject-Introspection, as they cannot do manual overrides, thus will replicate the entire set of entry points For these reason, we should coalesces every Actor entry point for pixels and for ClutterUnit into a single entry point taking a float, like: void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); gfloat clutter_actor_get_height (ClutterActor *self); etc. The issues I have identified are: - we'll have a two cases of compiler warnings: - printf() format of the return values from %d to %f - clutter_actor_get_size() taking floats instead of unsigned ints - we'll have a problem with varargs when passing an integer instead of a floating point value, except on 64bit platforms where the size of a float is the same as the size of an int To be clear: the *intent* of the API should not change -- we still use pixels everywhere -- but: - we remove ambiguity in the API with regard to pixels and units - we remove entry points we get to maintain for the whole 1.0 version of the API - we make things simpler to bind for both manual language bindings and automatic (gobject-introspection based) ones - we have the simplest API possible while still exposing the capabilities of the underlying GL implementation
821 lines
22 KiB
C
821 lines
22 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <gmodule.h>
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#include <cogl/cogl.h>
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#include <clutter/clutter.h>
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/* layout actor, by Lucas Rocha */
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#define MY_TYPE_THING (my_thing_get_type ())
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#define MY_THING(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), MY_TYPE_THING, MyThing))
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#define MY_IS_THING(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), MY_TYPE_THING))
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#define MY_THING_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), MY_TYPE_THING, MyThingClass))
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#define MY_IS_THING_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), MY_TYPE_THING))
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#define MY_THING_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), MY_TYPE_THING, MyThingClass))
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typedef struct _MyThing MyThing;
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typedef struct _MyThingPrivate MyThingPrivate;
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typedef struct _MyThingClass MyThingClass;
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struct _MyThing
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{
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ClutterActor parent_instance;
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MyThingPrivate *priv;
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};
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struct _MyThingClass
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{
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ClutterActorClass parent_class;
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};
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enum
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{
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PROP_0,
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PROP_SPACING,
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PROP_PADDING,
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PROP_USE_TRANSFORMED_BOX
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};
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static void clutter_container_iface_init (ClutterContainerIface *iface);
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G_DEFINE_TYPE_WITH_CODE (MyThing,
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my_thing,
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CLUTTER_TYPE_ACTOR,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
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clutter_container_iface_init));
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#define MY_THING_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), MY_TYPE_THING, MyThingPrivate))
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struct _MyThingPrivate
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{
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GList *children;
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ClutterUnit spacing;
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ClutterUnit padding;
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guint use_transformed_box : 1;
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};
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/* Add, remove, foreach, copied from ClutterGroup code. */
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static void
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my_thing_real_add (ClutterContainer *container,
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ClutterActor *actor)
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{
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MyThing *group = MY_THING (container);
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MyThingPrivate *priv = group->priv;
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g_object_ref (actor);
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priv->children = g_list_append (priv->children, actor);
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clutter_actor_set_parent (actor, CLUTTER_ACTOR (group));
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g_signal_emit_by_name (container, "actor-added", actor);
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/* queue relayout to allocate new item */
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clutter_actor_queue_relayout (CLUTTER_ACTOR (group));
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g_object_unref (actor);
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}
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static void
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my_thing_real_remove (ClutterContainer *container,
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ClutterActor *actor)
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{
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MyThing *group = MY_THING (container);
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MyThingPrivate *priv = group->priv;
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g_object_ref (actor);
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priv->children = g_list_remove (priv->children, actor);
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clutter_actor_unparent (actor);
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/* At this point, the actor passed to the "actor-removed" signal
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* handlers is not parented anymore to the container but since we
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* are holding a reference on it, it's still valid
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*/
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g_signal_emit_by_name (container, "actor-removed", actor);
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/* queue relayout to re-allocate children without the
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removed item */
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clutter_actor_queue_relayout (CLUTTER_ACTOR (group));
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g_object_unref (actor);
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}
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static void
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my_thing_real_foreach (ClutterContainer *container,
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ClutterCallback callback,
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gpointer user_data)
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{
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MyThingPrivate *priv = MY_THING (container)->priv;
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GList *l;
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for (l = priv->children; l; l = l->next)
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(* callback) (CLUTTER_ACTOR (l->data), user_data);
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}
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static void
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clutter_container_iface_init (ClutterContainerIface *iface)
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{
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iface->add = my_thing_real_add;
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iface->remove = my_thing_real_remove;
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iface->foreach = my_thing_real_foreach;
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}
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static void
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my_thing_set_property (GObject *gobject,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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MyThingPrivate *priv = MY_THING (gobject)->priv;
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gboolean needs_relayout = TRUE;
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switch (prop_id)
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{
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case PROP_SPACING:
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priv->spacing = clutter_value_get_unit (value);
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break;
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case PROP_PADDING:
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priv->padding = clutter_value_get_unit (value);
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break;
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case PROP_USE_TRANSFORMED_BOX:
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priv->use_transformed_box = g_value_get_boolean (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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needs_relayout = FALSE;
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break;
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}
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/* setting spacing or padding queues a relayout
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because they are supposed to change the internal
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allocation of children */
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if (needs_relayout)
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clutter_actor_queue_relayout (CLUTTER_ACTOR (gobject));
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}
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static void
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my_thing_get_property (GObject *gobject,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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MyThingPrivate *priv = MY_THING (gobject)->priv;
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switch (prop_id)
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{
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case PROP_SPACING:
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clutter_value_set_unit (value, priv->spacing);
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break;
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case PROP_PADDING:
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clutter_value_set_unit (value, priv->padding);
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break;
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case PROP_USE_TRANSFORMED_BOX:
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g_value_set_boolean (value, priv->use_transformed_box);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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my_thing_finalize (GObject *gobject)
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{
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G_OBJECT_CLASS (my_thing_parent_class)->finalize (gobject);
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}
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static void
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my_thing_dispose (GObject *gobject)
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{
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MyThing *self = MY_THING (gobject);
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MyThingPrivate *priv = self->priv;
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if (priv->children)
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{
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g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
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priv->children = NULL;
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}
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G_OBJECT_CLASS (my_thing_parent_class)->dispose (gobject);
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}
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static void
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my_thing_get_preferred_width (ClutterActor *self,
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ClutterUnit for_height,
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ClutterUnit *min_width_p,
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ClutterUnit *natural_width_p)
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{
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MyThingPrivate *priv;
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GList *l;
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ClutterUnit min_left, min_right;
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ClutterUnit natural_left, natural_right;
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priv = MY_THING (self)->priv;
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min_left = 0;
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min_right = 0;
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natural_left = 0;
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natural_right = 0;
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for (l = priv->children; l != NULL; l = l->next)
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{
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ClutterActor *child;
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ClutterUnit child_x, child_min, child_natural;
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child = l->data;
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child_x = clutter_actor_get_x (child);
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clutter_actor_get_preferred_size (child,
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&child_min, NULL,
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&child_natural, NULL);
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if (l == priv->children)
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{
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/* First child */
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min_left = child_x;
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natural_left = child_x;
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min_right = min_left + child_min;
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natural_right = natural_left + child_natural;
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}
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else
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{
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/* Union of extents with previous children */
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if (child_x < min_left)
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min_left = child_x;
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if (child_x < natural_left)
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natural_left = child_x;
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if (child_x + child_min > min_right)
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min_right = child_x + child_min;
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if (child_x + child_natural > natural_right)
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natural_right = child_x + child_natural;
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}
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}
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if (min_left < 0)
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min_left = 0;
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if (natural_left < 0)
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natural_left = 0;
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if (min_right < 0)
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min_right = 0;
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if (natural_right < 0)
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natural_right = 0;
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g_assert (min_right >= min_left);
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g_assert (natural_right >= natural_left);
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if (min_width_p)
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*min_width_p = min_right - min_left;
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if (natural_width_p)
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*natural_width_p = natural_right - min_left;
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}
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static void
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my_thing_get_preferred_height (ClutterActor *self,
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ClutterUnit for_width,
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ClutterUnit *min_height_p,
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ClutterUnit *natural_height_p)
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{
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MyThingPrivate *priv;
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GList *l;
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ClutterUnit min_top, min_bottom;
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ClutterUnit natural_top, natural_bottom;
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priv = MY_THING (self)->priv;
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min_top = 0;
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min_bottom = 0;
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natural_top = 0;
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natural_bottom = 0;
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for (l = priv->children; l != NULL; l = l->next)
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{
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ClutterActor *child;
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ClutterUnit child_y, child_min, child_natural;
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child = l->data;
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child_y = clutter_actor_get_y (child);
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clutter_actor_get_preferred_size (child,
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NULL, &child_min,
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NULL, &child_natural);
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if (l == priv->children)
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{
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/* First child */
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min_top = child_y;
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natural_top = child_y;
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min_bottom = min_top + child_min;
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natural_bottom = natural_top + child_natural;
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}
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else
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{
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/* Union of extents with previous children */
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if (child_y < min_top)
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min_top = child_y;
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if (child_y < natural_top)
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natural_top = child_y;
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if (child_y + child_min > min_bottom)
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min_bottom = child_y + child_min;
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if (child_y + child_natural > natural_bottom)
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natural_bottom = child_y + child_natural;
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}
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}
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if (min_top < 0)
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min_top = 0;
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if (natural_top < 0)
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natural_top = 0;
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if (min_bottom < 0)
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min_bottom = 0;
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if (natural_bottom < 0)
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natural_bottom = 0;
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g_assert (min_bottom >= min_top);
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g_assert (natural_bottom >= natural_top);
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if (min_height_p)
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*min_height_p = min_bottom - min_top;
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if (natural_height_p)
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*natural_height_p = natural_bottom - min_top;
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}
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static void
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my_thing_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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gboolean origin_changed)
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{
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MyThingPrivate *priv;
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ClutterUnit current_x, current_y, max_row_height;
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GList *l;
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/* chain up to set actor->allocation */
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CLUTTER_ACTOR_CLASS (my_thing_parent_class)->allocate (self, box,
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origin_changed);
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priv = MY_THING (self)->priv;
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current_x = priv->padding;
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current_y = priv->padding;
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max_row_height = 0;
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/* The allocation logic here is to horizontally place children
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* side-by-side and reflow into a new row when we run out of
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* space
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*/
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for (l = priv->children; l != NULL; l = l->next)
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{
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ClutterActor *child;
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ClutterUnit natural_width, natural_height;
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ClutterActorBox child_box;
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child = l->data;
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clutter_actor_get_preferred_size (child,
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NULL, NULL,
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&natural_width, &natural_height);
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/* if it fits in the current row, keep it there; otherwise
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* reflow into another row
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*/
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if (current_x + natural_width > box->x2 - box->x1 - priv->padding)
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{
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current_x = priv->padding;
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current_y += max_row_height + priv->spacing;
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max_row_height = 0;
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}
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child_box.x1 = current_x;
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child_box.y1 = current_y;
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child_box.x2 = child_box.x1 + natural_width;
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child_box.y2 = child_box.y1 + natural_height;
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clutter_actor_allocate (child, &child_box, origin_changed);
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/* if we take into account the transformation of the children
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* then we first check if it's transformed; then we get the
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* onscreen coordinates of the two points of the bounding box
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* of the actor (origin(x, y) and (origin + size)(x,y)) and
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* we update the coordinates and area given to the next child
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*/
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if (priv->use_transformed_box)
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{
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if (clutter_actor_is_scaled (child) ||
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clutter_actor_is_rotated (child))
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{
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ClutterVertex v1 = { 0, }, v2 = { 0, };
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ClutterActorBox transformed_box = { 0, };
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/* origin */
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if (!origin_changed)
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{
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v1.x = 0;
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v1.y = 0;
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}
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else
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{
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v1.x = box->x1;
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v1.y = box->y1;
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}
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clutter_actor_apply_transform_to_point (child, &v1, &v2);
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transformed_box.x1 = v2.x;
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transformed_box.y1 = v2.y;
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/* size */
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v1.x = natural_width;
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v1.y = natural_height;
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clutter_actor_apply_transform_to_point (child, &v1, &v2);
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transformed_box.x2 = v2.x;
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transformed_box.y2 = v2.y;
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natural_width = transformed_box.x2 - transformed_box.x1;
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natural_height = transformed_box.y2 - transformed_box.y1;
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}
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}
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/* Record the maximum child height on current row to know
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* what's the increment that should be used for the next
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* row
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*/
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if (natural_height > max_row_height)
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max_row_height = natural_height;
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current_x += natural_width + priv->spacing;
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}
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}
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static void
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my_thing_paint (ClutterActor *actor)
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{
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MyThing *self = MY_THING (actor);
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GList *c;
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cogl_push_matrix();
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/* paint all visible children */
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for (c = self->priv->children;
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c != NULL;
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c = c->next)
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{
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ClutterActor *child = c->data;
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g_assert (child != NULL);
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clutter_actor_paint (child);
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}
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cogl_pop_matrix();
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}
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#define MIN_SIZE 24
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#define MAX_SIZE 64
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|
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static void
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my_thing_class_init (MyThingClass *klass)
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{
|
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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gobject_class->set_property = my_thing_set_property;
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gobject_class->get_property = my_thing_get_property;
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gobject_class->dispose = my_thing_dispose;
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gobject_class->finalize = my_thing_finalize;
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actor_class->get_preferred_width = my_thing_get_preferred_width;
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actor_class->get_preferred_height = my_thing_get_preferred_height;
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actor_class->allocate = my_thing_allocate;
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actor_class->paint = my_thing_paint;
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g_object_class_install_property (gobject_class,
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PROP_SPACING,
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clutter_param_spec_unit ("spacing",
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|
"Spacing",
|
|
"Spacing of the thing",
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|
0, CLUTTER_MAXUNIT,
|
|
0,
|
|
G_PARAM_READWRITE));
|
|
|
|
g_object_class_install_property (gobject_class,
|
|
PROP_PADDING,
|
|
clutter_param_spec_unit ("padding",
|
|
"Padding",
|
|
"Padding around the thing",
|
|
0, CLUTTER_MAXUNIT,
|
|
0,
|
|
G_PARAM_READWRITE));
|
|
|
|
g_object_class_install_property (gobject_class,
|
|
PROP_USE_TRANSFORMED_BOX,
|
|
g_param_spec_boolean ("use-transformed-box",
|
|
"Use Transformed Box",
|
|
"Use transformed box when allocating",
|
|
FALSE,
|
|
G_PARAM_READWRITE));
|
|
|
|
g_type_class_add_private (klass, sizeof (MyThingPrivate));
|
|
}
|
|
|
|
static void
|
|
my_thing_init (MyThing *thing)
|
|
{
|
|
thing->priv = MY_THING_GET_PRIVATE (thing);
|
|
}
|
|
|
|
ClutterActor *
|
|
my_thing_new (gint padding,
|
|
gint spacing)
|
|
{
|
|
return g_object_new (MY_TYPE_THING,
|
|
"padding", CLUTTER_UNITS_FROM_DEVICE (padding),
|
|
"spacing", CLUTTER_UNITS_FROM_DEVICE (spacing),
|
|
NULL);
|
|
|
|
}
|
|
|
|
/* test code */
|
|
|
|
static ClutterActor *box = NULL;
|
|
static ClutterActor *icon = NULL;
|
|
static ClutterTimeline *main_timeline = NULL;
|
|
static ClutterBehaviour *behaviour = NULL;
|
|
|
|
static ClutterColor bg_color;
|
|
|
|
static void
|
|
toggle_property_value (ClutterActor *actor,
|
|
const gchar *property_name)
|
|
{
|
|
gboolean value;
|
|
|
|
g_object_get (G_OBJECT (actor),
|
|
property_name, &value,
|
|
NULL);
|
|
|
|
value = !value;
|
|
|
|
g_object_set (G_OBJECT (box),
|
|
property_name, value,
|
|
NULL);
|
|
}
|
|
|
|
static void
|
|
increase_property_value (ClutterActor *actor,
|
|
const char *property_name)
|
|
{
|
|
ClutterUnit value;
|
|
|
|
g_object_get (G_OBJECT (actor),
|
|
property_name, &value,
|
|
NULL);
|
|
|
|
value = value + CLUTTER_UNITS_FROM_DEVICE (10);
|
|
|
|
g_object_set (G_OBJECT (box),
|
|
property_name, value,
|
|
NULL);
|
|
}
|
|
|
|
static void
|
|
decrease_property_value (ClutterActor *actor,
|
|
const char *property_name)
|
|
{
|
|
ClutterUnit value;
|
|
|
|
g_object_get (G_OBJECT (actor),
|
|
property_name, &value,
|
|
NULL);
|
|
|
|
value = MAX (0, value - CLUTTER_UNITS_FROM_DEVICE (10));
|
|
|
|
g_object_set (G_OBJECT (box),
|
|
property_name, value,
|
|
NULL);
|
|
}
|
|
|
|
static ClutterActor *
|
|
create_item (void)
|
|
{
|
|
ClutterActor *clone = clutter_clone_new (icon);
|
|
|
|
gint32 size = g_random_int_range (MIN_SIZE, MAX_SIZE);
|
|
|
|
clutter_actor_set_size (clone, size, size);
|
|
|
|
clutter_behaviour_apply (behaviour, clone);
|
|
|
|
return clone;
|
|
}
|
|
|
|
static gboolean
|
|
keypress_cb (ClutterActor *actor,
|
|
ClutterKeyEvent *event,
|
|
gpointer data)
|
|
{
|
|
switch (clutter_key_event_symbol (event))
|
|
{
|
|
case CLUTTER_q:
|
|
{
|
|
clutter_main_quit ();
|
|
}
|
|
|
|
case CLUTTER_a:
|
|
{
|
|
if (icon != NULL)
|
|
{
|
|
ClutterActor *clone = create_item ();
|
|
|
|
/* Add one item to container */
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (box), clone);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_d:
|
|
{
|
|
GList *children =
|
|
clutter_container_get_children (CLUTTER_CONTAINER (box));
|
|
|
|
if (children)
|
|
{
|
|
GList *last = g_list_last (children);
|
|
|
|
/* Remove last item on container */
|
|
clutter_container_remove_actor (CLUTTER_CONTAINER (box),
|
|
CLUTTER_ACTOR (last->data));
|
|
}
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_w:
|
|
{
|
|
decrease_property_value (box, "padding");
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_e:
|
|
{
|
|
increase_property_value (box, "padding");
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_r:
|
|
{
|
|
decrease_property_value (box, "spacing");
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_s:
|
|
{
|
|
toggle_property_value (box, "use-transformed-box");
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_t:
|
|
{
|
|
increase_property_value (box, "spacing");
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_z:
|
|
{
|
|
if (clutter_timeline_is_playing (main_timeline))
|
|
clutter_timeline_pause (main_timeline);
|
|
else
|
|
clutter_timeline_start (main_timeline);
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static void
|
|
relayout_on_frame (ClutterTimeline *timeline)
|
|
{
|
|
gboolean use_transformed_box;
|
|
|
|
/* if we care about transformations updating the layout, we need to inform
|
|
* the layout that a transformation is happening; this is either done by
|
|
* attaching a notification on the transformation properties or by simply
|
|
* queuing a relayout on each frame of the timeline used to drive the
|
|
* behaviour. for simplicity's sake, we used the latter
|
|
*/
|
|
|
|
g_object_get (G_OBJECT (box),
|
|
"use-transformed-box", &use_transformed_box,
|
|
NULL);
|
|
|
|
if (use_transformed_box)
|
|
clutter_actor_queue_relayout (box);
|
|
}
|
|
|
|
G_MODULE_EXPORT int
|
|
test_layout_main (int argc, char *argv[])
|
|
{
|
|
ClutterActor *stage, *instructions;
|
|
ClutterAlpha *alpha;
|
|
gint i, size;
|
|
GError *error = NULL;
|
|
|
|
clutter_init (&argc, &argv);
|
|
|
|
stage = clutter_stage_get_default ();
|
|
clutter_actor_set_size (stage, 800, 600);
|
|
|
|
clutter_color_from_string (&bg_color, "Red");
|
|
|
|
main_timeline = clutter_timeline_new_for_duration (2000);
|
|
clutter_timeline_set_loop (main_timeline, TRUE);
|
|
g_signal_connect (main_timeline, "new-frame",
|
|
G_CALLBACK (relayout_on_frame),
|
|
NULL);
|
|
|
|
alpha = clutter_alpha_new_full (main_timeline, CLUTTER_LINEAR);
|
|
behaviour = clutter_behaviour_scale_new (alpha, 1.0, 1.0, 2.0, 2.0);
|
|
|
|
box = my_thing_new (10, 10);
|
|
|
|
clutter_actor_set_position (box, 20, 20);
|
|
clutter_actor_set_size (box, 350, -1);
|
|
|
|
icon = clutter_texture_new_from_file ("redhand.png", &error);
|
|
if (error)
|
|
g_error ("Unable to load 'redhand.png': %s", error->message);
|
|
|
|
size = g_random_int_range (MIN_SIZE, MAX_SIZE);
|
|
clutter_actor_set_size (icon, size, size);
|
|
clutter_behaviour_apply (behaviour, icon);
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (box), icon);
|
|
|
|
for (i = 1; i < 33; i++)
|
|
{
|
|
ClutterActor *clone = create_item ();
|
|
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (box), clone);
|
|
}
|
|
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (stage), box);
|
|
|
|
instructions = clutter_text_new_with_text ("Sans 14",
|
|
"<b>Instructions:</b>\n"
|
|
"a - add a new item\n"
|
|
"d - remove last item\n"
|
|
"z - start/pause behaviour\n"
|
|
"w - decrease padding\n"
|
|
"e - increase padding\n"
|
|
"r - decrease spacing\n"
|
|
"t - increase spacing\n"
|
|
"s - use transformed box\n"
|
|
"q - quit");
|
|
|
|
clutter_text_set_use_markup (CLUTTER_TEXT (instructions), TRUE);
|
|
clutter_actor_set_position (instructions, 450, 10);
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (stage), instructions);
|
|
|
|
g_signal_connect (stage, "key-release-event",
|
|
G_CALLBACK (keypress_cb),
|
|
NULL);
|
|
|
|
clutter_actor_show (stage);
|
|
|
|
clutter_main ();
|
|
|
|
g_object_unref (main_timeline);
|
|
g_object_unref (behaviour);
|
|
|
|
return EXIT_SUCCESS;
|
|
}
|