4bd3fa583e
* clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
130 lines
3.8 KiB
C
130 lines
3.8 KiB
C
#include <clutter/clutter.h>
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static void
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button_press_cb (ClutterStage *stage,
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ClutterButtonEvent *event,
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gpointer data)
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{
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const gchar *click_type;
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switch (event->type)
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{
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case CLUTTER_2BUTTON_PRESS:
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click_type = "double";
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break;
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case CLUTTER_3BUTTON_PRESS:
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click_type = "triple";
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break;
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default:
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click_type = "single";
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break;
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}
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g_print ("%s button press event\n", click_type);
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}
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static void
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scroll_event_cb (ClutterStage *stage,
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ClutterScrollEvent *event,
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gpointer data)
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{
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g_print ("scroll direction: %s\n",
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event->direction == CLUTTER_SCROLL_UP ? "up"
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: "down");
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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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ClutterTimeline *timeline;
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ClutterAlpha *alpha;
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ClutterBehaviour *o_behave, *p_behave;
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ClutterActor *stage;
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ClutterActor *group, *rect, *hand;
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ClutterColor stage_color = { 0xcc, 0xcc, 0xcc, 0xff };
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ClutterColor rect_bg_color = { 0x33, 0x22, 0x22, 0xff };
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ClutterColor rect_border_color = { 0, 0, 0, 0 };
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GdkPixbuf *pixbuf;
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ClutterKnot knots[] = {{ 0, 0 }, { 0, 300 }, { 300, 300 },
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{ 300, 0 }, {0, 0 }};
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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clutter_stage_hide_cursor (CLUTTER_STAGE (stage));
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g_signal_connect (stage, "button-press-event",
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G_CALLBACK (button_press_cb),
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NULL);
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g_signal_connect (stage, "scroll-event",
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G_CALLBACK (scroll_event_cb),
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NULL);
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g_signal_connect (stage, "key-press-event",
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G_CALLBACK (clutter_main_quit),
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NULL);
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pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL);
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if (!pixbuf)
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g_error("pixbuf load failed");
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clutter_stage_set_color (CLUTTER_STAGE (stage),
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&stage_color);
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/* Make a hand */
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group = clutter_group_new ();
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clutter_group_add (CLUTTER_GROUP (stage), group);
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clutter_actor_show (group);
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rect = clutter_rectangle_new ();
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clutter_actor_set_position (rect, 0, 0);
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clutter_actor_set_size (rect,
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gdk_pixbuf_get_width (pixbuf),
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gdk_pixbuf_get_height (pixbuf));
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clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect),
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&rect_bg_color);
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clutter_rectangle_set_border_width (CLUTTER_RECTANGLE (rect), 10);
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clutter_color_parse ("DarkSlateGray", &rect_border_color);
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clutter_rectangle_set_border_color (CLUTTER_RECTANGLE (rect),
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&rect_border_color);
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clutter_actor_show (rect);
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hand = clutter_texture_new_from_pixbuf (pixbuf);
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clutter_actor_set_position (hand, 0, 0);
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clutter_actor_show (hand);
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clutter_group_add_many (CLUTTER_GROUP (group), rect, hand, NULL);
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/* Make a timeline */
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timeline = clutter_timeline_new (100, 26); /* num frames, fps */
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g_object_set (timeline, "loop", TRUE, 0);
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/* Set an alpha func to power behaviour - ramp is constant rise/fall */
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alpha = clutter_alpha_new_full (timeline,
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CLUTTER_ALPHA_SINE,
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NULL, NULL);
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/* Create a behaviour for that alpha */
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o_behave = clutter_behaviour_opacity_new (alpha, 0X33, 0xff);
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/* Apply it to our actor */
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clutter_behaviour_apply (o_behave, group);
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/* Make a path behaviour and apply that too */
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p_behave = clutter_behaviour_path_new (alpha, knots, 5);
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clutter_behaviour_apply (p_behave, group);
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/* start the timeline and thus the animations */
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clutter_timeline_start (timeline);
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clutter_actor_show_all (stage);
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clutter_main();
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g_object_unref (o_behave);
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g_object_unref (p_behave);
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return 0;
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}
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