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

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#include <stdlib.h>
#include <math.h>
#include <gmodule.h>
#include <clutter/clutter.h>
#define STAGE_WIDTH 1024
#define STAGE_HEIGHT 768
#define ACTOR_WIDTH 128
#define ACTOR_HEIGHT 128
#define COLS (STAGE_WIDTH/ACTOR_WIDTH)
#define ROWS (STAGE_HEIGHT/ACTOR_HEIGHT)
#define TOTAL (ROWS*COLS)
gint
test_state_main (gint argc,
gchar **argv);
const char *
test_state_describe (void);
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static gboolean press_event (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
ClutterState *state = CLUTTER_STATE (user_data);
clutter_state_set_state (state, "right");
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return TRUE;
}
static gboolean release_event (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
ClutterState *state = CLUTTER_STATE (user_data);
clutter_state_set_state (state, "active");
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return TRUE;
}
static gboolean enter_event (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
ClutterState *state = CLUTTER_STATE (user_data);
clutter_state_set_state (state, "hover");
return TRUE;
}
static gboolean leave_event (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
ClutterState *state = CLUTTER_STATE (user_data);
clutter_state_set_state (state, "normal");
return TRUE;
}
static void completed (ClutterState *state,
gpointer data)
{
g_print ("Completed transitioning to state: %s\n",
clutter_state_get_state (state));
if (g_str_equal (clutter_state_get_state (state), "right"))
{
/* skip straight to left state when reaching right */
clutter_state_warp_to_state (state, "left");
}
}
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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 *group = clutter_actor_new ();
ClutterActor *rectangle = clutter_actor_new ();
ClutterActor *hand = NULL;
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gchar *file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
hand = clutter_texture_new_from_file (file, &error);
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if (rectangle == NULL)
g_error ("image load failed: %s", error->message);
g_free (file);
clutter_actor_set_size (hand, ACTOR_WIDTH,ACTOR_HEIGHT);
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clutter_actor_set_background_color (rectangle, color);
clutter_actor_set_size (rectangle, ACTOR_WIDTH,ACTOR_HEIGHT);
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clutter_color_free (color);
clutter_actor_add_child (group, rectangle);
clutter_actor_add_child (group, hand);
return group;
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}
G_MODULE_EXPORT gint
test_state_main (gint argc,
gchar **argv)
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{
ClutterActor *stage;
ClutterState *layout_state;
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gint i;
if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
return 1;
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layout_state = clutter_state_new ();
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stage = clutter_stage_new ();
clutter_actor_set_background_color (stage, CLUTTER_COLOR_Black);
clutter_stage_set_title (CLUTTER_STAGE (stage), "State Machine");
clutter_actor_set_size (stage, STAGE_WIDTH, STAGE_HEIGHT);
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
g_signal_connect (stage, "button-press-event",
G_CALLBACK (press_event), layout_state);
g_signal_connect (stage, "button-release-event",
G_CALLBACK (release_event), layout_state);
for (i = 0; i < TOTAL; i++)
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{
ClutterActor *actor;
ClutterState *a_state;
int row = i/COLS;
int col = i%COLS;
actor = new_rect (255 * (1.0 * col / COLS), 50,
255 * (1.0 * row / ROWS), 255);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
clutter_actor_set_position (actor, 320.0, 240.0);
clutter_actor_set_reactive (actor, TRUE);
clutter_actor_add_effect_with_name (actor, "fade",
clutter_desaturate_effect_new (0.0));
clutter_state_set (layout_state, NULL, "active",
actor, "delayed::x", CLUTTER_LINEAR,
ACTOR_WIDTH * 1.0 * ((TOTAL-1-i) % COLS),
((row*1.0/ROWS))/2, (1.0-(row*1.0/ROWS))/2,
actor, "delayed::y", CLUTTER_LINEAR,
ACTOR_HEIGHT * 1.0 * ((TOTAL-1-i) / COLS),
((row*1.0/ROWS))/2, 0.0,
actor, "rotation-angle-x", CLUTTER_LINEAR, 0.0,
actor, "rotation-angle-y", CLUTTER_LINEAR, 0.0,
NULL);
clutter_state_set (layout_state, NULL, "right",
actor, "delayed::x", CLUTTER_LINEAR, STAGE_WIDTH * 1.0,
((row*1.0/ROWS))/2,
(1.0-(row*1.0/ROWS))/2,
actor, "delayed::y", CLUTTER_LINEAR, STAGE_HEIGHT * 1.0,
((row*1.0/ROWS))/2,
0.0,
NULL);
clutter_state_set (layout_state, NULL, "left",
actor, "rotation-angle-x", CLUTTER_LINEAR, 45.0,
actor, "rotation-angle-y", CLUTTER_LINEAR, 5.0,
actor, "x", CLUTTER_LINEAR, 0-64.0,
actor, "y", CLUTTER_LINEAR, 0-64.0,
NULL);
a_state = clutter_state_new ();
g_object_set_data_full (G_OBJECT (actor), "hover-state-machine",
a_state, g_object_unref);
g_signal_connect (actor, "enter-event",
G_CALLBACK (enter_event), a_state);
g_signal_connect (actor, "leave-event",
G_CALLBACK (leave_event), a_state);
clutter_state_set (a_state, NULL, "normal",
actor, "opacity", CLUTTER_LINEAR, 0x77,
actor, "rotation-angle-z", CLUTTER_LINEAR, 0.0,
actor, "@effects.fade.factor", CLUTTER_LINEAR, 0.0,
NULL);
clutter_state_set (a_state, NULL, "hover",
actor, "opacity", CLUTTER_LINEAR, 0xff,
actor, "rotation-angle-z", CLUTTER_LINEAR, 10.0,
actor, "@effects.fade.factor", CLUTTER_LINEAR, 1.0,
NULL);
clutter_actor_set_opacity (actor, 0x77);
clutter_state_set_duration (a_state, NULL, NULL, 500);
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}
clutter_state_set_duration (layout_state, NULL, NULL, 1000);
clutter_state_set_duration (layout_state, "active", "left", 1400);
g_signal_connect (layout_state, "completed", G_CALLBACK (completed), NULL);
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clutter_actor_show (stage);
clutter_state_warp_to_state (layout_state, "left");
clutter_state_set_state (layout_state, "active");
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clutter_main ();
g_object_unref (layout_state);
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return EXIT_SUCCESS;
}
G_MODULE_EXPORT const char *
test_state_describe (void)
{
return "Animating using the State class.";
}