03b19af38e
In some cases, there were blocks of text which were really asides/interrupts to the flow, but which weren't explicitly marked as such. I fixed them by turning them into <note> blocks.
493 lines
15 KiB
XML
493 lines
15 KiB
XML
<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
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"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd">
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<chapter id="textures">
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<title>Textures</title>
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<epigraph>
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<attribution>the author of the epigraph</attribution>
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<para>a short epigraph</para>
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</epigraph>
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<section id="textures-introduction">
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<title>Introduction</title>
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<para>introduction</para>
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</section>
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<section id="textures-drawing-with-cairo">
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<title>Drawing 2D graphics onto a texture</title>
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<section>
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<title>Problem</title>
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<para>You want to draw 2D graphics inside a Clutter application.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>Create a <type>ClutterCairoTexture</type>, then draw onto
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the Cairo context it wraps using the Cairo API:</para>
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<informalexample>
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<programlisting>
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ClutterActor *texture;
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cairo_t *cr;
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guint width, height;
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width = 800;
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height = 600;
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texture = clutter_cairo_texture_new (width, height);
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cr = clutter_cairo_texture_create (CLUTTER_CAIRO_TEXTURE (texture));
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/*
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* write onto the Cairo context cr using the Cairo API;
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* see <ulink url="http://cairographics.org/manual/">the Cairo API reference</ulink> for details
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*/
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cairo_move_to (cr, 0, 0);
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cairo_line_to (cr, 800, 600);
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cairo_stroke (cr);
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/* does the actual drawing onto the texture */
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cairo_destroy (cr);
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</programlisting>
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</informalexample>
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<para>Here's a <ulink url="http://cairographics.org/tutorial/">useful
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Cairo tutorial</ulink> if you want to learn more about the Cairo API
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itself.</para>
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</section>
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<section>
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<title>Discussion</title>
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<para>A <type>ClutterCairoTexture</type> is a standard
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<type>ClutterActor</type>, so it can be added to a
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<type>ClutterContainer</type> (e.g. a <type>ClutterStage</type>
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or <type>ClutterGroup</type>), animated, resized etc. in the
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usual ways.</para>
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<para>Other useful operations:</para>
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<itemizedlist>
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<listitem>
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<para><emphasis>To draw on part of the texture:</emphasis>
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use <function>clutter_cairo_texture_create_region()</function> to
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retrieve a Cairo context for the region you want to draw on.</para>
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</listitem>
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<listitem>
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<para><emphasis>To clear existing content from a texture:</emphasis>
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use <function>clutter_cairo_texture_clear()</function>.</para>
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<para>You may need to do this as the texture reuses the same
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Cairo context each time you call
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<function>clutter_cairo_texture_create()</function> or
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<function>clutter_cairo_texture_create_region()</function>.</para>
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</listitem>
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<listitem>
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<para><emphasis>To resize the Cairo context wrapped
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by a texture</emphasis>, use
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<function>clutter_cairo_texture_set_surface_size()</function>.</para>
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</listitem>
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</itemizedlist>
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<section>
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<title>Drawing pages from a PDF onto a ClutterCairoContext</title>
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<para>Other libraries may provide an API for writing onto a
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Cairo context; you can make use of these APIs on the exposed
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Cairo context of a ClutterCairoTexture. For example, you
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can use the poppler-glib API to display pages
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from a PopplerDocument inside a Clutter application:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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#include <poppler/glib/poppler.h>
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/* snipped setup code (as above) */
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/*
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* cast to CLUTTER_CAIRO_TEXTURE, as the functions
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* used below require that type
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*/
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ClutterCairoTexture *cc_texture = CLUTTER_CAIRO_TEXTURE (texture);
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clutter_cairo_texture_clear (cc_texture);
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gchar *file_uri = "file:///path/to/file.pdf";
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guint page_num = 0;
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double page_width, page_height;
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PopplerDocument *doc;
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PopplerPage *page;
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GError *error = NULL;
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doc = poppler_document_new_from_file (file_uri, NULL, &error);
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page = poppler_document_get_page (doc, page_num);
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poppler_page_get_size (page, &page_width, &page_height);
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cr = clutter_cairo_texture_create (cc_texture);
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/* render the page to the context */
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poppler_page_render (page, cr);
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cairo_destroy (cr);
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]]>
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</programlisting>
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</informalexample>
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<note><para>If the page is larger than the Cairo context,
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some of it might not be visible. Similarly, if the
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<type>ClutterCairoTexture</type> is larger than the stage,
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some of that might not be visible. So you
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may need to do some work to make the <type>ClutterCairoTexture</type>
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fit inside the stage properly (e.g. resize the stage), and/or some work
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to make the PDF page sit inside the Cairo context (e.g. scale the PDF
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page or put it inside a scrollable actor).</para></note>
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</section>
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</section>
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</section>
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<section id="textures-aspect-ratio">
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<title>Maintaining the aspect ratio when loading an
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image into a texture</title>
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<section>
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<title>Problem</title>
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<para>You want want to load an image into a texture
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and scale it, while retaining the underlying image's aspect ratio.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>Set the texture to keep the aspect ratio of the
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underlying image (so it doesn't distort when it's scaled); use
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the actor's <property>request-mode</property> property to set
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the correct geometry management (see the discussion section); then
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resize the texture along one dimension (height or width).
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Now, when an image is loaded into the texture, the image is
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scaled to fit the set height or width; the other dimension
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is automatically scaled by the same factor so the image fits
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the texture:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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ClutterActor *texture;
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texture = clutter_texture_new ();
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clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture), TRUE);
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/*
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* this setting means the height of the scaled image is based on its width;
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* it's not strictly necessary to set this, as this is the default
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*/
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clutter_actor_set_request_mode (texture, CLUTTER_REQUEST_HEIGHT_FOR_WIDTH);
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/* set the width, which causes height to be scaled by the same factor */
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clutter_actor_set_width (texture, 300);
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clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
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"/path/to/image.jpg",
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NULL);
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]]>
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>The <property>request-mode</property> for an actor
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determines how geometry requisition is performed; in this case, this
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includes how scaling is applied if you change the actor's
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width or height. There are two possible values for
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request-mode:</para>
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<orderedlist>
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<listitem>
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<para>If set to <constant>CLUTTER_REQUEST_HEIGHT_FOR_WIDTH</constant>
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(the default), changing the width causes the height
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to be scaled by the same factor as the width.</para>
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</listitem>
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<listitem>
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<para>If set to <constant>CLUTTER_REQUEST_WIDTH_FOR_HEIGHT</constant>,
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changing the height causes the width to be scaled by the
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same factor as the height.</para>
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</listitem>
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</orderedlist>
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<para>In the example above, the texture is set to keep its
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aspect ratio then fixed to a width of 300 pixels; the
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request-mode is set to <constant>CLUTTER_REQUEST_HEIGHT_FOR_WIDTH</constant>.
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If a standard, photo-sized image in landscape orientation were
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loaded into it (2848 pixels wide x 2136 high), it would be scaled
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down to 300 pixels wide; then, its height would be scaled by the
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same factor as the width (i.e. scaled down to 225 pixels).</para>
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<para>With request-mode set to
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<constant>CLUTTER_REQUEST_WIDTH_FOR_HEIGHT</constant>,
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you would get the same effect by setting the height first;
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then, computation of the width for the scaled image would be
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based on the scaling factor applied to its height instead.</para>
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<para>You can work out which side of the source image is longest using
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<function>clutter_texture_base_size()</function> to get its
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width and height. This can be useful when trying to scale images
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with different orientations to fit into uniform rows or columns:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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gint width;
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gint height;
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clutter_texture_get_base_size (CLUTTER_TEXTURE (texture), &width, &height);
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]]>
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</programlisting>
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</informalexample>
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<note><para>If you explicitly set the size (both width and height)
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of a texture with <function>clutter_actor_set_size()</function> (or
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with <function>clutter_actor_set_width()</function> and
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<function>clutter_actor_set_height()</function>), any
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image loaded into the texture is automatically stretched/shrunk to
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fit the texture. This is the case regardless of any other settings
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(like whether to keep aspect ratio).</para></note>
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<note><para>Since a texture can scale down its contents, its minimum
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preferred size is 0.</para></note>
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</section>
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</section>
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<section id="textures-image-loading">
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<title>Loading image data into a texture</title>
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<section>
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<title>Problem</title>
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<para>You want to display an image inside a Clutter
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application.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>Create a <type>ClutterTexture</type> directly from an
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image file:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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ClutterActor *texture;
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GError *error = NULL;
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gchar *image_path = "/path/to/image";
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texture = clutter_texture_new_from_file (image_path, &error);
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if (error != NULL)
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{
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// handle error
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}
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]]>
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</programlisting>
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</informalexample>
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<para>Or create a texture and set its source to an image
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file:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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ClutterActor *texture;
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GError *error = NULL;
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gchar *image_path = "/path/to/image";
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gboolean loaded;
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texture = clutter_texture_new ();
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/*
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* returns FALSE if file could not be loaded or texture
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* could not be set from image data in the file
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*/
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loaded = clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
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image_path,
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&error);
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if (error != NULL)
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{
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// handle error
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}
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]]>
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>Bear the following in mind when loading images into a
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texture:</para>
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<itemizedlist>
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<listitem>
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<para>An image load may fail if:
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<itemizedlist>
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<listitem>
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<para>The file does not exist.</para>
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</listitem>
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<listitem>
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<para>The image format is unsupported: most of the
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common bitmap formats (PNG, JPEG, BMP, GIF, TIFF, XPM)
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are supported, but more exotic ones may not be.</para>
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</listitem>
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</itemizedlist>
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</para>
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</listitem>
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<listitem>
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<para>Whether you're creating a texture from an image file,
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or loading an image from a file into an existing texture,
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you should specify the filesystem path to the file, rather
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than a URI.</para>
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</listitem>
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</itemizedlist>
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<section>
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<title>Synchronous vs. asynchronous image loading</title>
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<para>The code examples above show the simplest approach:
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loading an image into a texture synchronously. This means that
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the application waits for each image to be loaded before continuing;
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which is acceptable in this case, but may not be when
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loading images into multiple textures.</para>
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<para>Another approach is to load data into textures
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asynchronously. This requires some extra set up in your code:</para>
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<itemizedlist>
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<listitem>
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<para>Call <function>g_thread_init()</function> (from the
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GLib library) prior to calling <function>clutter_init()</function>,
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so that a local thread is used to load the file, rather
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than the main loop. (Note that this is not necessary if
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you're using GLib version >= 2.24, since GObject
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initializes threading with the type system.)</para>
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</listitem>
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<listitem>
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<para>Set the texture to load data asynchronously.</para>
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</listitem>
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<listitem>
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<para>Connect a callback to the texture's load-finished
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signal to handle any errors which occur during loading,
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and/or to do extra work if data loads successfully.</para>
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</listitem>
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</itemizedlist>
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<para>The code below shows how to put these together:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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/* callback to invoke when a texture finishes loading image data */
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static void
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_load_finished_cb (ClutterTexture *texture,
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gpointer error,
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gpointer user_data)
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{
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GError *err = error;
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const gchar *image_path = user_data;
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if (err != NULL)
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g_warning ("Could not load image from file %s; message: %s",
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image_path,
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err->message);
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else
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g_debug ("Image loaded from %s", image_path);
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}
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int
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main (int argc, char *argv[])
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{
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/* initialize GLib's default threading implementation */
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g_thread_init (NULL);
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clutter_init (&argc, &argv);
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/* ... get stage etc. */
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ClutterActor *texture;
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GError *error = NULL;
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texture = clutter_texture_new ();
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/* load data asynchronously */
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clutter_texture_set_load_async (CLUTTER_TEXTURE (texture), TRUE);
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/* connect a callback to the "load-finished" signal */
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g_signal_connect (texture,
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"load-finished",
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G_CALLBACK (_load_finished_cb),
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image_path);
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/* load the image from a file */
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clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
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image_path,
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&error);
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/* ... clutter_main () etc. */
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}
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]]>
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Other ways to load image data into a texture</title>
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<para>While it's useful to load image data into a texture directly
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from a file, there are occasions where you may have image data
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in some other (non-file) format:</para>
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<itemizedlist>
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<listitem>
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<para>Various GNOME libraries provide image data in
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<type>GdkPixbuf</type> structures; clutter-gtk has
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functions for creating or setting a texture from a
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<type>GdkPixbuf</type>:
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<function>gtk_clutter_texture_new_from_pixbuf()</function>
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and <function>gtk_clutter_texture_set_from_pixbuf()</function>
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respectively.</para>
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</listitem>
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<listitem>
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<para>If you have raw RGB pixel data, <type>ClutterTexture</type>
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also has a <function>clutter_texture_set_from_rgb_data()</function>
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function for loading it.</para>
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</listitem>
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</itemizedlist>
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</section>
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</section>
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</section>
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</chapter>
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