mutter/tests/interactive/test-constraints.c
Emmanuele Bassi 941d8d23fa test-constrains: Use a ShaderEffect
Demonstrate how to use a ShaderEffect instance.
2011-06-07 14:09:53 +01:00

213 lines
7.6 KiB
C

#include <stdlib.h>
#include <gmodule.h>
#include <clutter/clutter.h>
#define RECT_SIZE 128
#define H_PADDING 32
#define V_PADDING 32
enum
{
NorthWest, North, NorthEast,
West, Center, East,
SouthWest, South, SouthEast,
N_RECTS
};
static ClutterActor *rects[N_RECTS] = { NULL, };
static const gchar *colors[N_RECTS] = {
"#8ae234", "#73d216", "#4e9a06",
"#729fcf", "#3465a4", "#204a87",
"#ef2929", "#cc0000", "#a40000"
};
static const gchar *desaturare_glsl_shader =
"uniform sampler2D tex;\n"
"uniform float factor;\n"
"\n"
"vec3 desaturate (const vec3 color, const float desaturation)\n"
"{\n"
" const vec3 gray_conv = vec3 (0.299, 0.587, 0.114);\n"
" vec3 gray = vec3 (dot (gray_conv, color));\n"
" return vec3 (mix (color.rgb, gray, desaturation));\n"
"}\n"
"\n"
"void main ()\n"
"{\n"
" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));\n"
" color.rgb = desaturate (color.rgb, factor);\n"
" cogl_color_out = color;\n"
"}\n";
static gboolean is_expanded = FALSE;
static gboolean
on_button_release (ClutterActor *actor,
ClutterEvent *event,
gpointer data G_GNUC_UNUSED)
{
if (!is_expanded)
{
gfloat north_offset, south_offset;
gfloat west_offset, east_offset;
north_offset = (clutter_actor_get_height (rects[Center]) + V_PADDING)
* -1.0f;
south_offset = (clutter_actor_get_height (rects[Center]) + V_PADDING);
west_offset = (clutter_actor_get_width (rects[Center]) + H_PADDING)
* -1.0f;
east_offset = (clutter_actor_get_width (rects[Center]) + H_PADDING);
clutter_actor_animate (rects[NorthWest], CLUTTER_EASE_OUT_CUBIC, 500,
"opacity", 255,
"@constraints.x-bind.offset", west_offset,
"@constraints.y-bind.offset", north_offset,
NULL);
clutter_actor_animate (rects[North], CLUTTER_EASE_OUT_CUBIC, 500,
"opacity", 255,
"@constraints.y-bind.offset", north_offset,
NULL);
clutter_actor_animate (rects[NorthEast], CLUTTER_EASE_OUT_CUBIC, 500,
"opacity", 255,
"@constraints.x-bind.offset", east_offset,
"@constraints.y-bind.offset", north_offset,
NULL);
clutter_actor_animate (rects[West], CLUTTER_EASE_OUT_CUBIC, 500,
"opacity", 255,
"@constraints.x-bind.offset", west_offset,
NULL);
clutter_actor_animate (rects[Center], CLUTTER_LINEAR, 500,
"@effects.desaturate.enabled", TRUE,
NULL);
clutter_actor_animate (rects[East], CLUTTER_EASE_OUT_CUBIC, 500,
"opacity", 255,
"@constraints.x-bind.offset", east_offset,
NULL);
clutter_actor_animate (rects[SouthWest], CLUTTER_EASE_OUT_CUBIC, 500,
"opacity", 255,
"@constraints.x-bind.offset", west_offset,
"@constraints.y-bind.offset", south_offset,
NULL);
clutter_actor_animate (rects[South], CLUTTER_EASE_OUT_CUBIC, 500,
"opacity", 255,
"@constraints.y-bind.offset", south_offset,
NULL);
clutter_actor_animate (rects[SouthEast], CLUTTER_EASE_OUT_CUBIC, 500,
"opacity", 255,
"@constraints.x-bind.offset", east_offset,
"@constraints.y-bind.offset", south_offset,
NULL);
}
else
{
gint i;
clutter_actor_animate (rects[Center], CLUTTER_LINEAR, 500,
"@effects.desaturate.enabled", FALSE,
NULL);
for (i = NorthWest; i < N_RECTS; i++)
{
if (i == Center)
continue;
clutter_actor_animate (rects[i], CLUTTER_EASE_OUT_CUBIC, 500,
"opacity", 0,
"@constraints.x-bind.offset", 0.0f,
"@constraints.y-bind.offset", 0.0f,
NULL);
}
}
is_expanded = !is_expanded;
return TRUE;
}
G_MODULE_EXPORT int
test_constraints_main (int argc, char *argv[])
{
ClutterActor *stage, *rect;
ClutterConstraint *constraint;
ClutterEffect *effect;
ClutterColor rect_color;
gint i;
if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
return 1;
stage = clutter_stage_new ();
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
clutter_stage_set_title (CLUTTER_STAGE (stage), "Constraints");
clutter_stage_set_user_resizable (CLUTTER_STAGE (stage), TRUE);
clutter_actor_set_size (stage, 800, 600);
/* main rect */
clutter_color_from_string (&rect_color, "#3465a4");
rect = clutter_rectangle_new ();
g_signal_connect (rect, "button-release-event",
G_CALLBACK (on_button_release),
NULL);
clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect), &rect_color);
clutter_actor_set_size (rect, RECT_SIZE, RECT_SIZE);
clutter_actor_set_reactive (rect, TRUE);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
constraint = clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5);
clutter_actor_add_constraint_with_name (rect, "x-align", constraint);
constraint = clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5);
clutter_actor_add_constraint_with_name (rect, "y-align", constraint);
/* this is the equivalent of the DesaturateEffect; we cannot animate
* the factor because the animation API only understands GObject
* properties; so we use the ActorMeta:enabled property to toggle
* the shader
*/
effect = clutter_shader_effect_new (CLUTTER_FRAGMENT_SHADER);
clutter_shader_effect_set_shader_source (CLUTTER_SHADER_EFFECT (effect),
desaturare_glsl_shader);
clutter_shader_effect_set_uniform (CLUTTER_SHADER_EFFECT (effect),
"tex", G_TYPE_INT, 1, 0);
clutter_shader_effect_set_uniform (CLUTTER_SHADER_EFFECT (effect),
"factor", G_TYPE_FLOAT, 1, 0.85);
clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), FALSE);
clutter_actor_add_effect_with_name (rect, "desaturate", effect);
rects[Center] = rect;
for (i = 0; i < N_RECTS; i++)
{
if (i == Center)
continue;
clutter_color_from_string (&rect_color, colors[i]);
rect = clutter_rectangle_new ();
clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect), &rect_color);
clutter_actor_set_opacity (rect, 0);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
constraint = clutter_bind_constraint_new (rects[Center], CLUTTER_BIND_X, 0.0);
clutter_actor_add_constraint_with_name (rect, "x-bind", constraint);
constraint = clutter_bind_constraint_new (rects[Center], CLUTTER_BIND_Y, 0.0);
clutter_actor_add_constraint_with_name (rect, "y-bind", constraint);
constraint = clutter_bind_constraint_new (rects[Center], CLUTTER_BIND_SIZE, 0.0);
clutter_actor_add_constraint_with_name (rect, "size-bind", constraint);
rects[i] = rect;
}
clutter_actor_show (stage);
clutter_main ();
return EXIT_SUCCESS;
}