mutter/gtk/gtk-clutter-test.c

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#include <gtk/gtk.h>
#include <clutter/clutter.h>
#include <math.h>
#include "gtk-clutter.h"
#define TRAILS 0
#define NHANDS 2
#define WINWIDTH 800
#define WINHEIGHT 800
#define RADIUS 250
typedef struct SuperOH
{
ClutterActor *hand[NHANDS], *bgtex;
ClutterGroup *group;
GdkPixbuf *bgpixb;
} SuperOH;
gboolean fade = FALSE;
/* input handler */
void
input_cb (ClutterStage *stage,
ClutterEvent *event,
gpointer data)
{
if (event->type == CLUTTER_BUTTON_PRESS)
{
ClutterButtonEvent *bev = (ClutterButtonEvent *) event;
ClutterActor *e;
g_print ("*** button press event (button:%d) ***\n",
bev->button);
e = clutter_stage_get_actor_at_pos (stage,
clutter_button_event_x (bev),
clutter_button_event_y (bev));
if (e)
clutter_actor_hide(e);
}
else if (event->type == CLUTTER_KEY_PRESS)
{
ClutterKeyEvent *kev = (ClutterKeyEvent *) event;
g_print ("*** key press event (key:%c) ***\n",
clutter_key_event_symbol (kev));
if (clutter_key_event_symbol (kev) == CLUTTER_q)
clutter_main_quit ();
}
}
/* Timeline handler */
void
frame_cb (ClutterTimeline *timeline,
gint frame_num,
gpointer data)
{
SuperOH *oh = (SuperOH *)data;
gint i;
#if TRAILS
oh->bgpixb = clutter_stage_snapshot (CLUTTER_STAGE (stage),
0, 0,
WINWIDTH,
WINHEIGHT);
clutter_texture_set_pixbuf (CLUTTER_TEXTURE (oh->bgtex), oh->bgpixb);
g_object_unref (G_OBJECT (oh->bgpixb));
g_object_unref (stage);
#endif
/* Rotate everything clockwise about stage center*/
clutter_actor_rotate_z (CLUTTER_ACTOR(oh->group),
frame_num,
WINWIDTH/2,
WINHEIGHT/2);
for (i = 0; i < NHANDS; i++)
{
/* rotate each hand around there centers */
clutter_actor_rotate_z (oh->hand[i],
- 6.0 * frame_num,
clutter_actor_get_width (oh->hand[i])/2,
clutter_actor_get_height (oh->hand[i])/2);
if (fade == TRUE) {
clutter_actor_set_opacity (oh->hand[i], (255 - (frame_num % 255)));
}
}
/*
clutter_actor_rotate_x (CLUTTER_ACTOR(oh->group),
75.0,
WINHEIGHT/2, 0);
*/
}
static void
clickity (GtkButton *button,
gpointer ud)
{
fade = !fade;
}
int
main (int argc, char *argv[])
{
ClutterTimeline *timeline;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
GtkWidget *window, *clutter;
GtkWidget *label, *button, *vbox;
GdkPixbuf *pixbuf;
SuperOH *oh;
gint i;
clutter_init (&argc, &argv);
gtk_init (&argc, &argv);
pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL);
if (!pixbuf)
g_error("pixbuf load failed");
window = gtk_window_new (GTK_WINDOW_TOPLEVEL);
g_signal_connect (window, "destroy",
G_CALLBACK (gtk_main_quit), NULL);
vbox = gtk_vbox_new (FALSE, 6);
gtk_container_add (GTK_CONTAINER (window), vbox);
clutter = g_object_new (GTK_TYPE_CLUTTER, NULL);
stage = gtk_clutter_get_stage (GTK_CLUTTER (clutter));
gtk_container_add (GTK_CONTAINER (vbox), clutter);
/* Set our stage size */
/* clutter_actor_set_size (stage, WINWIDTH, WINHEIGHT); */
label = gtk_label_new ("This is a label");
gtk_box_pack_start (GTK_BOX (vbox), label, FALSE, FALSE, 0);
button = gtk_button_new_with_label ("This is a button...clicky");
g_signal_connect (button, "clicked",
G_CALLBACK (clickity), NULL);
gtk_box_pack_start (GTK_BOX (vbox), button, FALSE, FALSE, 0);
/* and its background color */
clutter_stage_set_color (CLUTTER_STAGE (stage),
&stage_color);
oh = g_new(SuperOH, 1);
#if TRAILS
oh->bgtex = clutter_texture_new();
clutter_actor_set_size (oh->bgtex, WINWIDTH, WINHEIGHT);
clutter_actor_set_opacity (oh->bgtex, 0x99);
clutter_group_add (CLUTTER_GROUP (stage), oh->bgtex);
#endif
/* create a new group to hold multiple actors in a group */
oh->group = CLUTTER_GROUP (clutter_group_new());
for (i = 0; i < NHANDS; i++)
{
gint x, y, w, h;
#if 1
/* Create a texture from pixbuf, then clone in to same resources */
if (i == 0)
oh->hand[i] = clutter_texture_new_from_pixbuf (pixbuf);
else
oh->hand[i] = clutter_clone_texture_new (CLUTTER_TEXTURE(oh->hand[0]));
#else
ClutterColor colour = { 255, 0, 0, 255 };
oh->hand[i] = clutter_rectangle_new_with_color (&colour);
clutter_actor_set_size (oh->hand[i], 50, 50);
#endif
/* Place around a circle */
w = clutter_actor_get_width (oh->hand[0]);
h = clutter_actor_get_height (oh->hand[0]);
x = WINWIDTH/2 + RADIUS * cos (i * M_PI / (NHANDS/2)) - w/2;
y = WINHEIGHT/2 + RADIUS * sin (i * M_PI / (NHANDS/2)) - h/2;
clutter_actor_set_position (oh->hand[i], x, y);
/* Add to our group group */
clutter_group_add (oh->group, oh->hand[i]);
}
/* Add the group to the stage */
clutter_group_add (CLUTTER_GROUP (stage), CLUTTER_ACTOR(oh->group));
/* Show everying ( and map window ) */
clutter_group_show_all (oh->group);
g_signal_connect (stage, "button-press-event",
G_CALLBACK (input_cb),
oh);
g_signal_connect (stage, "key-release-event",
G_CALLBACK (input_cb),
oh);
gtk_widget_show_all (window);
/* Create a timeline to manage animation */
timeline = clutter_timeline_new (360, 60); /* num frames, fps */
g_object_set(timeline, "loop", TRUE, NULL); /* have it loop */
/* fire a callback for frame change */
g_signal_connect(timeline, "new-frame", G_CALLBACK (frame_cb), oh);
/* and start it */
clutter_timeline_start (timeline);
gtk_main();
return 0;
}