mutter/tests/interactive/test-actor-clone.c

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#include <clutter/clutter.h>
#if defined (_MSC_VER) && !defined (_USE_MATH_DEFINES)
#define _USE_MATH_DEFINES
#endif
#include <math.h>
#include <errno.h>
#include <stdlib.h>
#include <glib.h>
#include <gmodule.h>
#define TRAILS 0
#define NHANDS 6
#define RADIUS ((CLUTTER_STAGE_WIDTH()+CLUTTER_STAGE_HEIGHT())/NHANDS)
typedef struct SuperOH
{
ClutterActor **hand, *bgtex;
ClutterActor *group;
} SuperOH;
static gint n_hands = NHANDS;
static GOptionEntry super_oh_entries[] = {
{
"num-hands", 'n',
0,
G_OPTION_ARG_INT, &n_hands,
"Number of hands", "HANDS"
},
{ NULL }
};
/* input handler */
static gboolean
input_cb (ClutterActor *stage,
ClutterEvent *event,
gpointer data)
{
SuperOH *oh = data;
if (event->type == CLUTTER_BUTTON_PRESS)
{
ClutterButtonEvent *button_event;
ClutterActor *e;
gint x, y;
clutter_event_get_coords (event, &x, &y);
button_event = (ClutterButtonEvent *) event;
g_print ("*** button press event (button:%d) ***\n",
button_event->button);
e = clutter_stage_get_actor_at_pos (CLUTTER_STAGE (stage), x, y);
if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE (e)))
{
clutter_actor_hide (e);
return TRUE;
}
}
else if (event->type == CLUTTER_KEY_RELEASE)
{
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 ();
return TRUE;
}
else if (clutter_key_event_symbol (kev) == CLUTTER_r)
{
gint i;
for (i = 0; i < n_hands; i++)
clutter_actor_show (oh->hand[i]);
return TRUE;
}
}
return FALSE;
}
/* Timeline handler */
static void
frame_cb (ClutterTimeline *timeline,
gint frame_num,
gpointer data)
{
SuperOH *oh = data;
gint i;
/* Rotate everything clockwise about stage center*/
clutter_actor_set_rotation (CLUTTER_ACTOR (oh->group),
CLUTTER_Z_AXIS,
frame_num,
CLUTTER_STAGE_WIDTH () / 2,
CLUTTER_STAGE_HEIGHT () / 2,
0);
for (i = 0; i < n_hands; i++)
{
gdouble scale_x, scale_y;
clutter_actor_get_scale (oh->hand[i], &scale_x, &scale_y);
/* Rotate each hand around there centers - to get this we need
* to take into account any scaling.
*
* FIXME: scaling causes drift so disabled for now. Need rotation
* unit based functions to fix.
*/
clutter_actor_set_rotation (oh->hand[i], CLUTTER_Z_AXIS,
- 6.0 * frame_num, 0, 0, 0);
}
}
G_MODULE_EXPORT int
test_actor_clone_main (int argc, char *argv[])
{
ClutterTimeline *timeline;
ClutterAlpha *alpha;
ClutterBehaviour *scaler_1, *scaler_2;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
SuperOH *oh;
gint i;
GError *error;
ClutterActor *real_hand, *tmp;
ClutterColor clr= {0xff, 0xff, 0x00, 0xff};
error = NULL;
clutter_init_with_args (&argc, &argv,
NULL,
super_oh_entries,
NULL,
&error);
if (error)
{
g_warning ("Unable to initialise Clutter:\n%s",
error->message);
g_error_free (error);
exit (1);
}
stage = clutter_stage_get_default ();
clutter_actor_set_size (stage, 800, 600);
clutter_stage_set_title (CLUTTER_STAGE (stage), "Actors Test");
clutter_stage_set_color (CLUTTER_STAGE (stage),
&stage_color);
oh = g_new(SuperOH, 1);
/* 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);
/* Set up some behaviours to handle scaling */
alpha = clutter_alpha_new_with_func (timeline, clutter_sine_func,
NULL, NULL);
scaler_1 = clutter_behaviour_scale_new (alpha,
0.5, 0.5,
1.0, 1.0);
scaler_2 = clutter_behaviour_scale_new (alpha,
1.0, 1.0,
0.5, 0.5);
tmp = clutter_texture_new_from_file ("redhand.png", &error);
if (tmp == NULL)
{
g_error ("image load failed: %s", error->message);
exit (1);
}
clutter_actor_set_size (tmp, 300, 500);
real_hand = clutter_group_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
tmp = clutter_rectangle_new_with_color (&clr);
clutter_actor_set_size (tmp, 100, 100);
clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
clutter_actor_set_scale (real_hand, 0.5, 0.5);
/* Now stick the group we want to clone into another group with a custom
* opacity to verify that the clones don't traverse this parent when
* calculating their opacity. */
tmp = clutter_group_new ();
clutter_actor_set_opacity (tmp, 0x80);
clutter_container_add_actor (CLUTTER_CONTAINER (tmp), real_hand);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), tmp);
/* create a new group to hold multiple actors in a group */
oh->group = clutter_group_new();
oh->hand = g_new (ClutterActor*, n_hands);
for (i = 0; i < n_hands; i++)
{
gint x, y, w, h;
/* Create a texture from file, then clone in to same resources */
oh->hand[i] = clutter_clone_new (real_hand);
clutter_actor_set_size (oh->hand[i], 200, 213);
/* Place around a circle */
w = clutter_actor_get_width (oh->hand[0]);
h = clutter_actor_get_height (oh->hand[0]);
x = CLUTTER_STAGE_WIDTH () / 2
+ RADIUS
* cos (i * M_PI / (n_hands / 2))
- w / 2;
y = CLUTTER_STAGE_HEIGHT () / 2
+ RADIUS
* sin (i * M_PI / (n_hands / 2))
- h / 2;
clutter_actor_set_position (oh->hand[i], x, y);
clutter_actor_move_anchor_point_from_gravity (oh->hand[i],
CLUTTER_GRAVITY_CENTER);
/* Add to our group group */
clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
#if 1 /* FIXME: disabled as causes drift? - see comment above */
if (i % 2)
clutter_behaviour_apply (scaler_1, oh->hand[i]);
else
clutter_behaviour_apply (scaler_2, oh->hand[i]);
#endif
}
/* Add the group to the stage */
clutter_container_add_actor (CLUTTER_CONTAINER (stage),
CLUTTER_ACTOR (oh->group));
/* Show everying ( and map window ) */
clutter_actor_show (stage);
g_signal_connect (stage, "button-press-event",
G_CALLBACK (input_cb),
oh);
g_signal_connect (stage, "key-release-event",
G_CALLBACK (input_cb),
oh);
/* and start it */
clutter_timeline_start (timeline);
clutter_main ();
g_free (oh->hand);
g_free (oh);
return 0;
}