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https://github.com/brl/mutter.git
synced 2024-11-26 01:50:42 -05:00
[tests] Update test-actors (and clones)
The test-actors test (and its clones, test-actor-clone and test-paint-wrapper) was written a long time ago for a different API and has been tweaked to bits. We should probably have something a little bit more complicated, but at least we should not use semantics and coding patterns from Clutter 0.2, otherwise we won't be testing anything except that Clutter 0.2 worked.
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@ -36,7 +36,24 @@ static GOptionEntry super_oh_entries[] = {
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{ NULL }
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};
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/* input handler */
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static gboolean
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on_button_press_event (ClutterActor *actor,
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ClutterEvent *event,
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SuperOH *oh)
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{
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gfloat x, y;
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clutter_event_get_coords (event, &x, &y);
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g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n",
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clutter_event_get_button (event),
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x, y);
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clutter_actor_hide (actor);
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return TRUE;
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}
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static gboolean
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input_cb (ClutterActor *stage,
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ClutterEvent *event,
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@ -44,31 +61,7 @@ input_cb (ClutterActor *stage,
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{
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SuperOH *oh = data;
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if (event->type == CLUTTER_BUTTON_PRESS)
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{
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ClutterButtonEvent *button_event;
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ClutterActor *e;
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gfloat x, y;
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clutter_event_get_coords (event, &x, &y);
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button_event = (ClutterButtonEvent *) event;
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g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n",
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button_event->button,
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x, y);
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e = clutter_stage_get_actor_at_pos (CLUTTER_STAGE (stage),
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CLUTTER_PICK_ALL,
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x, y);
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/* only allow hiding the clones */
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if (e && CLUTTER_IS_CLONE (e))
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{
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clutter_actor_hide (e);
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return TRUE;
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}
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}
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else if (event->type == CLUTTER_KEY_RELEASE)
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if (event->type == CLUTTER_KEY_RELEASE)
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{
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g_print ("*** key press event (key:%c) ***\n",
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clutter_event_get_key_symbol (event));
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@ -76,6 +69,7 @@ input_cb (ClutterActor *stage,
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if (clutter_event_get_key_symbol (event) == CLUTTER_q)
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{
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clutter_main_quit ();
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return TRUE;
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}
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else if (clutter_event_get_key_symbol (event) == CLUTTER_r)
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@ -85,8 +79,6 @@ input_cb (ClutterActor *stage,
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for (i = 0; i < n_hands; i++)
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clutter_actor_show (oh->hand[i]);
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clutter_actor_show (oh->real_hand);
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return TRUE;
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}
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}
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@ -94,7 +86,6 @@ input_cb (ClutterActor *stage,
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return FALSE;
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}
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/* Timeline handler */
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static void
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frame_cb (ClutterTimeline *timeline,
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@ -116,10 +107,6 @@ frame_cb (ClutterTimeline *timeline,
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for (i = 0; i < n_hands; i++)
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{
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gdouble scale_x, scale_y;
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clutter_actor_get_scale (oh->hand[i], &scale_x, &scale_y);
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/* Rotate each hand around there centers - to get this we need
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* to take into account any scaling.
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*/
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@ -235,8 +222,11 @@ test_actor_clone_main (int argc, char *argv[])
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/* Create a texture from file, then clone in to same resources */
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oh->hand[i] = clutter_clone_new (real_hand);
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clutter_actor_set_size (oh->hand[i], 200, 213);
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clutter_actor_set_reactive (oh->hand[i], TRUE);
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/* Place around a circle */
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w = clutter_actor_get_width (oh->hand[0]);
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h = clutter_actor_get_height (oh->hand[0]);
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@ -259,6 +249,10 @@ test_actor_clone_main (int argc, char *argv[])
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/* Add to our group group */
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clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
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g_signal_connect (oh->hand[i], "button-press-event",
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G_CALLBACK (on_button_press_event),
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oh);
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if (i % 2)
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clutter_behaviour_apply (oh->scaler_1, oh->hand[i]);
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else
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@ -271,9 +265,6 @@ test_actor_clone_main (int argc, char *argv[])
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/* Show everying */
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clutter_actor_show (stage);
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g_signal_connect (stage, "button-press-event",
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G_CALLBACK (input_cb),
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oh);
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g_signal_connect (stage, "key-release-event",
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G_CALLBACK (input_cb),
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oh);
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@ -36,7 +36,24 @@ static GOptionEntry super_oh_entries[] = {
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{ NULL }
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};
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/* input handler */
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static gboolean
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on_button_press_event (ClutterActor *actor,
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ClutterEvent *event,
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SuperOH *oh)
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{
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gfloat x, y;
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clutter_event_get_coords (event, &x, &y);
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g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n",
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clutter_event_get_button (event),
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x, y);
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clutter_actor_hide (actor);
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return TRUE;
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}
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static gboolean
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input_cb (ClutterActor *stage,
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ClutterEvent *event,
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@ -44,31 +61,7 @@ input_cb (ClutterActor *stage,
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{
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SuperOH *oh = data;
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if (event->type == CLUTTER_BUTTON_PRESS)
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{
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ClutterButtonEvent *button_event;
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ClutterActor *e;
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gfloat x, y;
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clutter_event_get_coords (event, &x, &y);
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button_event = (ClutterButtonEvent *) event;
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g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n",
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button_event->button,
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x, y);
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e = clutter_stage_get_actor_at_pos (CLUTTER_STAGE (stage),
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CLUTTER_PICK_ALL,
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x, y);
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/* only allow hiding the clones */
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if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE (e)))
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{
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clutter_actor_hide (e);
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return TRUE;
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}
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}
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else if (event->type == CLUTTER_KEY_RELEASE)
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if (event->type == CLUTTER_KEY_RELEASE)
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{
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g_print ("*** key press event (key:%c) ***\n",
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clutter_event_get_key_symbol (event));
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@ -76,6 +69,7 @@ input_cb (ClutterActor *stage,
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if (clutter_event_get_key_symbol (event) == CLUTTER_q)
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{
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clutter_main_quit ();
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return TRUE;
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}
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else if (clutter_event_get_key_symbol (event) == CLUTTER_r)
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@ -92,7 +86,6 @@ input_cb (ClutterActor *stage,
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return FALSE;
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}
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/* Timeline handler */
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static void
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frame_cb (ClutterTimeline *timeline,
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@ -209,6 +202,8 @@ test_actors_main (int argc, char *argv[])
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else
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oh->hand[i] = clutter_clone_new (real_hand);
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clutter_actor_set_reactive (oh->hand[i], TRUE);
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clutter_actor_set_size (oh->hand[i], 200, 213);
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/* Place around a circle */
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@ -233,6 +228,10 @@ test_actors_main (int argc, char *argv[])
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/* Add to our group group */
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clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
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g_signal_connect (oh->hand[i], "button-press-event",
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G_CALLBACK (on_button_press_event),
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oh);
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if (i % 2)
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clutter_behaviour_apply (oh->scaler_1, oh->hand[i]);
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else
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@ -245,9 +244,6 @@ test_actors_main (int argc, char *argv[])
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/* Show everying */
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clutter_actor_show (stage);
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g_signal_connect (stage, "button-press-event",
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G_CALLBACK (input_cb),
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oh);
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g_signal_connect (stage, "key-release-event",
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G_CALLBACK (input_cb),
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oh);
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@ -10,17 +10,24 @@
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#include <stdlib.h>
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#include <glib.h>
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#define TRAILS 0
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#define NHANDS 6
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#define RADIUS ((CLUTTER_STAGE_WIDTH()+CLUTTER_STAGE_HEIGHT())/NHANDS)
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typedef struct SuperOH
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{
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ClutterActor **hand, *bgtex;
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ClutterActor *group;
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ClutterActor **hand, *bgtex;
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ClutterActor *real_hand;
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ClutterActor *group;
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ClutterActor *stage;
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gboolean *paint_guards;
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gint stage_width;
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gint stage_height;
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gfloat radius;
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ClutterBehaviour *scaler_1;
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ClutterBehaviour *scaler_2;
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ClutterTimeline *timeline;
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gboolean *paint_guards;
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} SuperOH;
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static gint n_hands = NHANDS;
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@ -35,39 +42,32 @@ static GOptionEntry super_oh_entries[] = {
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{ NULL }
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};
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static gint
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get_radius (void)
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static gboolean
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on_button_press_event (ClutterActor *actor,
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ClutterEvent *event,
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SuperOH *oh)
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{
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return (CLUTTER_STAGE_HEIGHT() + CLUTTER_STAGE_HEIGHT()) / n_hands ;
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gfloat x, y;
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clutter_event_get_coords (event, &x, &y);
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g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n",
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clutter_event_get_button (event),
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x, y);
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clutter_actor_hide (actor);
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return TRUE;
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}
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/* input handler */
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static gboolean
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input_cb (ClutterStage *stage,
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input_cb (ClutterActor *stage,
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ClutterEvent *event,
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gpointer data)
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{
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if (event->type == CLUTTER_BUTTON_PRESS)
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{
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ClutterButtonEvent *button_event;
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ClutterActor *e;
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gfloat x, y;
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SuperOH *oh = data;
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clutter_event_get_coords (event, &x, &y);
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button_event = (ClutterButtonEvent *) event;
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g_print ("*** button press event (button:%d) ***\n",
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button_event->button);
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e = clutter_stage_get_actor_at_pos (stage, CLUTTER_PICK_ALL, x, y);
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if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE (e)))
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{
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clutter_actor_hide (e);
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return TRUE;
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}
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}
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else if (event->type == CLUTTER_KEY_RELEASE)
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if (event->type == CLUTTER_KEY_RELEASE)
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{
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g_print ("*** key press event (key:%c) ***\n",
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clutter_event_get_key_symbol (event));
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@ -75,6 +75,16 @@ input_cb (ClutterStage *stage,
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if (clutter_event_get_key_symbol (event) == CLUTTER_q)
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{
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clutter_main_quit ();
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return TRUE;
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}
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else if (clutter_event_get_key_symbol (event) == CLUTTER_r)
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{
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gint i;
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for (i = 0; i < n_hands; i++)
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clutter_actor_show (oh->hand[i]);
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return TRUE;
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}
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}
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@ -82,52 +92,57 @@ input_cb (ClutterStage *stage,
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return FALSE;
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}
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/* Timeline handler */
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static void
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frame_cb (ClutterTimeline *timeline,
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gint msecs,
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gpointer data)
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{
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SuperOH *oh = (SuperOH *)data;
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gint i;
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float rotation = clutter_timeline_get_progress (timeline) * 360.0f;
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SuperOH *oh = data;
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gint i;
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float rotation = clutter_timeline_get_progress (timeline) * 360.0f;
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/* Rotate everything clockwise about stage center*/
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clutter_actor_set_rotation (CLUTTER_ACTOR (oh->group),
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clutter_actor_set_rotation (oh->group,
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CLUTTER_Z_AXIS,
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rotation,
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CLUTTER_STAGE_WIDTH () / 2,
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CLUTTER_STAGE_HEIGHT () / 2,
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oh->stage_width / 2,
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oh->stage_height / 2,
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0);
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for (i = 0; i < n_hands; i++)
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{
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gdouble scale_x, scale_y;
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clutter_actor_get_scale (oh->hand[i], &scale_x, &scale_y);
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/* Rotate each hand around there centers - to get this we need
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* to take into account any scaling.
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*
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* FIXME: scaling causes drift so disabled for now. Need rotation
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* unit based functions to fix.
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*/
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clutter_actor_set_rotation (oh->hand[i], CLUTTER_Z_AXIS,
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- 6.0 * rotation, 0, 0, 0);
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clutter_actor_set_rotation (oh->hand[i],
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CLUTTER_Z_AXIS,
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-6.0 * rotation,
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0, 0, 0);
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}
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}
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static gdouble
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my_sine_wave (ClutterAlpha *alpha,
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gpointer dummy G_GNUC_UNUSED)
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{
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ClutterTimeline *timeline = clutter_alpha_get_timeline (alpha);
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gdouble progress = clutter_timeline_get_progress (timeline);
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return sin (progress * G_PI);
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}
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static void
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hand_pre_paint (ClutterActor *actor,
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gpointer user_data)
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{
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SuperOH *oh = (SuperOH *) user_data;
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SuperOH *oh = user_data;
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gfloat w, h;
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int actor_num;
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for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++);
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for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++)
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;
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g_assert (oh->paint_guards[actor_num] == FALSE);
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@ -143,11 +158,12 @@ static void
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hand_post_paint (ClutterActor *actor,
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gpointer user_data)
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{
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SuperOH *oh = (SuperOH *) user_data;
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SuperOH *oh = user_data;
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gfloat w, h;
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int actor_num;
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for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++);
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for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++)
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;
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g_assert (oh->paint_guards[actor_num] == TRUE);
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@ -159,27 +175,16 @@ hand_post_paint (ClutterActor *actor,
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oh->paint_guards[actor_num] = FALSE;
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}
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static gdouble
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my_sine_wave (ClutterAlpha *alpha,
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gpointer dummy G_GNUC_UNUSED)
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{
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ClutterTimeline *timeline = clutter_alpha_get_timeline (alpha);
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gdouble progress = clutter_timeline_get_progress (timeline);
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return sin (progress * G_PI);
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}
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G_MODULE_EXPORT int
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test_paint_wrapper_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 *scaler_1, *scaler_2;
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ClutterActor *stage;
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ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
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SuperOH *oh;
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gint i;
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GError *error;
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ClutterAlpha *alpha;
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ClutterActor *stage;
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ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
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SuperOH *oh;
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gint i;
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GError *error;
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ClutterActor *real_hand;
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error = NULL;
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@ -194,57 +199,83 @@ test_paint_wrapper_main (int argc, char *argv[])
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error->message);
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g_error_free (error);
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exit (1);
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return EXIT_FAILURE;
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}
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stage = clutter_stage_get_default ();
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clutter_actor_set_size (stage, 800, 600);
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Actors Test");
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clutter_stage_set_color (CLUTTER_STAGE (stage),
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&stage_color);
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Paint Test");
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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oh = g_new(SuperOH, 1);
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oh->stage = stage;
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/* Create a timeline to manage animation */
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timeline = clutter_timeline_new (6000);
|
||||
clutter_timeline_set_loop (timeline, TRUE);
|
||||
oh->timeline = clutter_timeline_new (6000);
|
||||
clutter_timeline_set_loop (oh->timeline, TRUE);
|
||||
|
||||
/* fire a callback for frame change */
|
||||
g_signal_connect (timeline, "new-frame", G_CALLBACK (frame_cb), oh);
|
||||
g_signal_connect (oh->timeline, "new-frame", G_CALLBACK (frame_cb), oh);
|
||||
|
||||
/* Set up some behaviours to handle scaling */
|
||||
alpha = clutter_alpha_new_with_func (timeline, my_sine_wave, NULL, NULL);
|
||||
alpha = clutter_alpha_new_with_func (oh->timeline, my_sine_wave, NULL, NULL);
|
||||
|
||||
scaler_1 = clutter_behaviour_scale_new (alpha,
|
||||
0.5, 0.5,
|
||||
1.0, 1.0);
|
||||
oh->scaler_1 = clutter_behaviour_scale_new (alpha, 0.5, 0.5, 1.0, 1.0);
|
||||
oh->scaler_2 = clutter_behaviour_scale_new (alpha, 1.0, 1.0, 0.5, 0.5);
|
||||
|
||||
scaler_2 = clutter_behaviour_scale_new (alpha,
|
||||
1.0, 1.0,
|
||||
0.5, 0.5);
|
||||
real_hand = clutter_texture_new_from_file ("redhand.png", &error);
|
||||
if (real_hand == NULL)
|
||||
{
|
||||
g_error ("image load failed: %s", error->message);
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
/* create a new group to hold multiple actors in a group */
|
||||
oh->group = clutter_group_new();
|
||||
|
||||
oh->hand = g_new (ClutterActor*, n_hands);
|
||||
|
||||
oh->stage_width = clutter_actor_get_width (stage);
|
||||
oh->stage_height = clutter_actor_get_height (stage);
|
||||
oh->radius = (oh->stage_width + oh->stage_height)
|
||||
/ n_hands;
|
||||
|
||||
for (i = 0; i < n_hands; i++)
|
||||
{
|
||||
gint x, y, w, h;
|
||||
gint radius = get_radius ();
|
||||
|
||||
/* Create a texture from file, then clone in to same resources */
|
||||
if (i == 0)
|
||||
{
|
||||
if ((oh->hand[i] = clutter_texture_new_from_file ("redhand.png",
|
||||
&error)) == NULL)
|
||||
{
|
||||
g_error ("image load failed: %s", error->message);
|
||||
exit (1);
|
||||
}
|
||||
}
|
||||
oh->hand[i] = real_hand;
|
||||
else
|
||||
oh->hand[i] = clutter_clone_new (oh->hand[0]);
|
||||
oh->hand[i] = clutter_clone_new (real_hand);
|
||||
|
||||
clutter_actor_set_reactive (oh->hand[i], TRUE);
|
||||
|
||||
clutter_actor_set_size (oh->hand[i], 200, 213);
|
||||
|
||||
/* Place around a circle */
|
||||
w = clutter_actor_get_width (oh->hand[i]);
|
||||
h = clutter_actor_get_height (oh->hand[i]);
|
||||
|
||||
x = oh->stage_width / 2
|
||||
+ oh->radius
|
||||
* cos (i * G_PI / (n_hands / 2))
|
||||
- w / 2;
|
||||
|
||||
y = oh->stage_height / 2
|
||||
+ oh->radius
|
||||
* sin (i * G_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);
|
||||
|
||||
g_signal_connect (oh->hand[i], "button-press-event",
|
||||
G_CALLBACK (on_button_press_event),
|
||||
oh);
|
||||
|
||||
/* paint something before each hand */
|
||||
g_signal_connect (oh->hand[i],
|
||||
@ -256,34 +287,13 @@ test_paint_wrapper_main (int argc, char *argv[])
|
||||
"paint", G_CALLBACK (hand_post_paint),
|
||||
oh);
|
||||
|
||||
/* 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]);
|
||||
clutter_behaviour_apply (oh->scaler_1, oh->hand[i]);
|
||||
else
|
||||
clutter_behaviour_apply (scaler_2, oh->hand[i]);
|
||||
#endif
|
||||
clutter_behaviour_apply (oh->scaler_2, oh->hand[i]);
|
||||
}
|
||||
|
||||
oh->paint_guards = g_malloc0 (sizeof (gboolean) * n_hands);
|
||||
@ -295,21 +305,20 @@ test_paint_wrapper_main (int argc, char *argv[])
|
||||
/* 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_timeline_start (oh->timeline);
|
||||
|
||||
clutter_main ();
|
||||
|
||||
g_free (oh->hand);
|
||||
g_object_unref (oh->scaler_1);
|
||||
g_object_unref (oh->scaler_2);
|
||||
g_object_unref (oh->timeline);
|
||||
g_free (oh->paint_guards);
|
||||
g_free (oh->hand);
|
||||
g_free (oh);
|
||||
|
||||
return 0;
|
||||
|
Loading…
Reference in New Issue
Block a user