9c7afe0c5b
Timelines no longer work in terms of a frame rate and a number of frames but instead just have a duration in milliseconds. This better matches the working of the master clock where if any timelines are running it will redraw as fast as possible rather than limiting to the lowest rated timeline. Most applications will just create animations and expect them to finish in a certain amount of time without caring about how many frames are drawn. If a frame is going to be drawn it might as well update all of the animations to some fraction of the total animation rather than rounding to the nearest whole frame. The 'frame_num' parameter of the new-frame signal is now 'msecs' which is a number of milliseconds progressed along the timeline. Applications should use clutter_timeline_get_progress instead of the frame number. Markers can now only be attached at a time value. The position is stored in milliseconds rather than at a frame number. test-timeline-smoothness and test-timeline-dup-frames have been removed because they no longer make sense.
319 lines
7.6 KiB
C
319 lines
7.6 KiB
C
#include <gmodule.h>
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#include <clutter/clutter.h>
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#if defined (_MSC_VER) && !defined (_USE_MATH_DEFINES)
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#define _USE_MATH_DEFINES
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#endif
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#include <math.h>
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#include <errno.h>
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#include <stdlib.h>
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#include <glib.h>
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#define TRAILS 0
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#define NHANDS 6
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#define RADIUS ((CLUTTER_STAGE_WIDTH()+CLUTTER_STAGE_HEIGHT())/NHANDS)
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typedef struct SuperOH
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{
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ClutterActor **hand, *bgtex;
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ClutterActor *group;
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gboolean *paint_guards;
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} SuperOH;
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static gint n_hands = NHANDS;
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static GOptionEntry super_oh_entries[] = {
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{
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"num-hands", 'n',
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0,
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G_OPTION_ARG_INT, &n_hands,
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"Number of hands", "HANDS"
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},
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{ NULL }
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};
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static gint
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get_radius (void)
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{
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return (CLUTTER_STAGE_HEIGHT() + CLUTTER_STAGE_HEIGHT()) / n_hands ;
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}
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/* input handler */
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static gboolean
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input_cb (ClutterStage *stage,
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ClutterEvent *event,
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gpointer data)
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{
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if (event->type == CLUTTER_BUTTON_PRESS)
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{
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ClutterButtonEvent *button_event;
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ClutterActor *e;
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gfloat x, y;
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clutter_event_get_coords (event, &x, &y);
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button_event = (ClutterButtonEvent *) event;
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g_print ("*** button press event (button:%d) ***\n",
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button_event->button);
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e = clutter_stage_get_actor_at_pos (stage, CLUTTER_PICK_ALL, x, y);
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if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE (e)))
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{
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clutter_actor_hide (e);
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return TRUE;
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}
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}
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else if (event->type == CLUTTER_KEY_RELEASE)
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{
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ClutterKeyEvent *kev = (ClutterKeyEvent *) event;
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g_print ("*** key press event (key:%c) ***\n",
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clutter_key_event_symbol (kev));
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if (clutter_key_event_symbol (kev) == CLUTTER_q)
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{
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clutter_main_quit ();
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return TRUE;
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}
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}
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return FALSE;
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}
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/* Timeline handler */
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static void
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frame_cb (ClutterTimeline *timeline,
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gint msecs,
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gpointer data)
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{
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SuperOH *oh = (SuperOH *)data;
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gint i;
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float rotation = clutter_timeline_get_progress (timeline) * 360.0f;
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/* Rotate everything clockwise about stage center*/
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clutter_actor_set_rotation (CLUTTER_ACTOR (oh->group),
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CLUTTER_Z_AXIS,
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rotation,
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CLUTTER_STAGE_WIDTH () / 2,
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CLUTTER_STAGE_HEIGHT () / 2,
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0);
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for (i = 0; i < n_hands; i++)
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{
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gdouble scale_x, scale_y;
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clutter_actor_get_scale (oh->hand[i], &scale_x, &scale_y);
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/* Rotate each hand around there centers - to get this we need
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* to take into account any scaling.
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*
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* FIXME: scaling causes drift so disabled for now. Need rotation
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* unit based functions to fix.
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*/
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clutter_actor_set_rotation (oh->hand[i], CLUTTER_Z_AXIS,
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- 6.0 * rotation, 0, 0, 0);
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}
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}
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static void
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hand_pre_paint (ClutterActor *actor,
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gpointer user_data)
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{
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SuperOH *oh = (SuperOH *) user_data;
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gfloat w, h;
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int actor_num;
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for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++);
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g_assert (oh->paint_guards[actor_num] == FALSE);
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clutter_actor_get_size (actor, &w, &h);
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cogl_set_source_color4ub (255, 0, 0, 128);
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cogl_rectangle (0, 0, w / 2, h / 2);
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oh->paint_guards[actor_num] = TRUE;
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}
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static void
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hand_post_paint (ClutterActor *actor,
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gpointer user_data)
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{
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SuperOH *oh = (SuperOH *) user_data;
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gfloat w, h;
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int actor_num;
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for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++);
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g_assert (oh->paint_guards[actor_num] == TRUE);
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clutter_actor_get_size (actor, &w, &h);
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cogl_set_source_color4ub (0, 255, 0, 128);
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cogl_rectangle (w / 2, h / 2, w, h);
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oh->paint_guards[actor_num] = FALSE;
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}
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static gdouble
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my_sine_wave (ClutterAlpha *alpha,
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gpointer dummy G_GNUC_UNUSED)
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{
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ClutterTimeline *timeline = clutter_alpha_get_timeline (alpha);
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gdouble progress = clutter_timeline_get_progress (timeline);
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return sin (progress * G_PI);
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}
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G_MODULE_EXPORT int
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test_paint_wrapper_main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterAlpha *alpha;
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ClutterBehaviour *scaler_1, *scaler_2;
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ClutterActor *stage;
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ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
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SuperOH *oh;
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gint i;
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GError *error;
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error = NULL;
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clutter_init_with_args (&argc, &argv,
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NULL,
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super_oh_entries,
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NULL,
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&error);
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if (error)
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{
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g_warning ("Unable to initialise Clutter:\n%s",
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error->message);
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g_error_free (error);
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exit (1);
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}
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stage = clutter_stage_get_default ();
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clutter_actor_set_size (stage, 800, 600);
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Actors Test");
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clutter_stage_set_color (CLUTTER_STAGE (stage),
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&stage_color);
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oh = g_new(SuperOH, 1);
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/* Create a timeline to manage animation */
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timeline = clutter_timeline_new (6000);
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clutter_timeline_set_loop (timeline, TRUE);
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/* fire a callback for frame change */
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g_signal_connect (timeline, "new-frame", G_CALLBACK (frame_cb), oh);
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/* Set up some behaviours to handle scaling */
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alpha = clutter_alpha_new_with_func (timeline, my_sine_wave, NULL, NULL);
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scaler_1 = clutter_behaviour_scale_new (alpha,
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0.5, 0.5,
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1.0, 1.0);
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scaler_2 = clutter_behaviour_scale_new (alpha,
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1.0, 1.0,
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0.5, 0.5);
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/* create a new group to hold multiple actors in a group */
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oh->group = clutter_group_new();
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oh->hand = g_new (ClutterActor*, n_hands);
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for (i = 0; i < n_hands; i++)
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{
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gint x, y, w, h;
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gint radius = get_radius ();
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/* Create a texture from file, then clone in to same resources */
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if (i == 0)
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{
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if ((oh->hand[i] = clutter_texture_new_from_file ("redhand.png",
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&error)) == NULL)
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{
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g_error ("image load failed: %s", error->message);
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exit (1);
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}
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}
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else
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oh->hand[i] = clutter_clone_new (oh->hand[0]);
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/* paint something before each hand */
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g_signal_connect (oh->hand[i],
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"paint", G_CALLBACK (hand_pre_paint),
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oh);
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/* paint something after each hand */
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g_signal_connect_after (oh->hand[i],
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"paint", G_CALLBACK (hand_post_paint),
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oh);
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/* Place around a circle */
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w = clutter_actor_get_width (oh->hand[0]);
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h = clutter_actor_get_height (oh->hand[0]);
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x = CLUTTER_STAGE_WIDTH () / 2
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+ radius
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* cos (i * M_PI / (n_hands / 2))
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- w / 2;
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y = CLUTTER_STAGE_HEIGHT () / 2
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+ radius
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* sin (i * M_PI / (n_hands / 2))
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- h / 2;
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clutter_actor_set_position (oh->hand[i], x, y);
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clutter_actor_move_anchor_point_from_gravity (oh->hand[i],
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CLUTTER_GRAVITY_CENTER);
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/* Add to our group group */
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clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
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#if 1 /* FIXME: disabled as causes drift? - see comment above */
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if (i % 2)
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clutter_behaviour_apply (scaler_1, oh->hand[i]);
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else
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clutter_behaviour_apply (scaler_2, oh->hand[i]);
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#endif
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}
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oh->paint_guards = g_malloc0 (sizeof (gboolean) * n_hands);
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/* Add the group to the stage */
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clutter_container_add_actor (CLUTTER_CONTAINER (stage),
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CLUTTER_ACTOR (oh->group));
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/* Show everying ( and map window ) */
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clutter_actor_show (stage);
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g_signal_connect (stage, "button-press-event",
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G_CALLBACK (input_cb),
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oh);
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g_signal_connect (stage, "key-release-event",
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G_CALLBACK (input_cb),
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oh);
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/* and start it */
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clutter_timeline_start (timeline);
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clutter_main ();
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g_free (oh->hand);
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g_free (oh->paint_guards);
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g_free (oh);
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return 0;
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}
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