mutter/clutter/tests/interactive/test-state-animator.c

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#include <stdlib.h>
#include <math.h>
#include <gmodule.h>
#include <clutter/clutter.h>
static ClutterState *state;
static ClutterAnimator *animator;
static gboolean press_event (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
clutter_grab_pointer (actor);
clutter_state_set_state (state, "end");
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return TRUE;
}
static gboolean release_event (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
clutter_state_set_state (state, "start");
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clutter_ungrab_pointer ();
return TRUE;
}
static ClutterActor *new_rect (gint r,
gint g,
gint b,
gint a)
{
GError *error = NULL;
ClutterColor *color = clutter_color_new (r, g, b, a);
ClutterActor *rectangle;
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gchar *file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
rectangle = clutter_texture_new_from_file (file, &error);
if (rectangle == NULL)
g_error ("image load failed: %s", error->message);
g_free (file);
clutter_actor_set_size (rectangle, 128, 128);
clutter_color_free (color);
return rectangle;
}
G_MODULE_EXPORT gint
test_state_animator_main (gint argc,
gchar **argv)
{
ClutterActor *stage;
ClutterActor *rects[40];
gint i;
if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
return 1;
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stage = clutter_stage_new ();
clutter_stage_set_title (CLUTTER_STAGE (stage), "State and Animator");
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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for (i = 0; i < 2; i++)
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{
rects[i] = new_rect (255 * (i * 1.0 / 40), 50, 160, 255);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), rects[i]);
clutter_actor_set_anchor_point (rects[i], 64, 64);
clutter_actor_set_position (rects[i], 320.0, 240.0);
clutter_actor_set_opacity (rects[i], 0x70);
clutter_actor_set_reactive (rects[i], TRUE);
g_signal_connect (rects[i], "button-press-event", G_CALLBACK (press_event), NULL);
g_signal_connect (rects[i], "button-release-event", G_CALLBACK (release_event), NULL);
}
state = clutter_state_new ();
clutter_state_set (state, NULL, "start",
rects[0], "depth", CLUTTER_LINEAR, 0.0,
rects[0], "x", CLUTTER_LINEAR, 100.0,
rects[0], "y", CLUTTER_LINEAR, 300.0,
rects[1], "opacity", CLUTTER_LINEAR, 0x20,
rects[1], "scale-x", CLUTTER_LINEAR, 1.0,
rects[1], "scale-y", CLUTTER_LINEAR, 1.0,
NULL);
clutter_state_set (state, NULL, "end",
rects[0], "depth", CLUTTER_LINEAR, 200.0,
rects[0], "x", CLUTTER_LINEAR, 320.0,
rects[0], "y", CLUTTER_LINEAR, 240.0,
rects[1], "opacity", CLUTTER_LINEAR, 0xff,
rects[1], "scale-x", CLUTTER_LINEAR, 2.0,
rects[1], "scale-y", CLUTTER_LINEAR, 2.0,
NULL);
animator = clutter_animator_new ();
clutter_animator_set (animator,
rects[0], "depth", -1, 0.0, 0.0,
rects[0], "depth", CLUTTER_LINEAR, 1.0, 275.0,
rects[0], "x", -1, 0.0, 0.0,
rects[0], "x", CLUTTER_LINEAR, 0.5, 200.0,
rects[0], "x", CLUTTER_LINEAR, 1.0, 320.0,
rects[0], "y", -1, 0.0, 0.0,
rects[0], "y", CLUTTER_LINEAR, 0.3, 100.0,
rects[0], "y", CLUTTER_LINEAR, 1.0, 240.0,
rects[1], "opacity", -1, 0.0, 0x20,
rects[1], "opacity", CLUTTER_LINEAR, 1.0, 0xff,
rects[1], "scale-x", -1, 0.0, 1.0,
rects[1], "scale-x", CLUTTER_LINEAR, 0.5, 2.0,
rects[1], "scale-x", CLUTTER_LINEAR, 1.0, 2.0,
rects[1], "scale-y", -1, 0.0, 1.0,
rects[1], "scale-y", CLUTTER_LINEAR, 0.5, 2.0,
rects[1], "scale-y", CLUTTER_LINEAR, 1.0, 2.0,
NULL);
clutter_animator_property_set_ease_in (animator, G_OBJECT (rects[0]), "depth", TRUE);
clutter_animator_property_set_ease_in (animator, G_OBJECT (rects[0]), "x", TRUE);
clutter_animator_property_set_ease_in (animator, G_OBJECT (rects[0]), "y", TRUE);
clutter_animator_property_set_ease_in (animator, G_OBJECT (rects[1]), "opacity", TRUE);
clutter_animator_property_set_ease_in (animator, G_OBJECT (rects[1]), "scale-x", TRUE);
clutter_animator_property_set_ease_in (animator, G_OBJECT (rects[1]), "scale-y", TRUE);
clutter_animator_property_set_interpolation (animator, G_OBJECT (rects[0]), "x",
CLUTTER_INTERPOLATION_CUBIC);
clutter_animator_property_set_interpolation (animator, G_OBJECT (rects[0]), "y",
CLUTTER_INTERPOLATION_CUBIC);
clutter_state_set_animator (state, "start", "end", animator);
g_object_unref (animator);
clutter_actor_show (stage);
clutter_state_set_state (state, "start");
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clutter_main ();
g_object_unref (state);
return EXIT_SUCCESS;
}
G_MODULE_EXPORT const char *
test_state_animator_describe (void)
{
return "Animate using the State and Animator classes.";
}