Merge branch 'cookbook-layouts-bind-constraint'

* cookbook-layouts-bind-constraint:
  cookbook: Add recipe about sync'ing actor sizes
  cookbook: Example using allocation-changed to sync actor size
  cookbook: Simple example to demonstrate bind constraint
  cookbook: Example of using a bind constraint for an overlay
This commit is contained in:
Emmanuele Bassi 2010-09-20 14:33:26 +01:00
commit 699e8bbed2
7 changed files with 487 additions and 0 deletions

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@ -41,6 +41,7 @@ IMAGE_FILES = \
images/textures-sub-texture.png \
images/layouts-stacking-diff-actor-sizes.png \
images/events-pointer-motion-stacking.png \
images/layouts-bind-constraint-stage.png \
$(NULL)
VIDEO_FILES = \
videos/animations-fading-out.ogv \

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@ -10,6 +10,9 @@ noinst_PROGRAMS = \
textures-reflection \
textures-split-go \
textures-sub-texture \
layouts-bind-constraint-allocation \
layouts-bind-constraint-overlay \
layouts-bind-constraint-stage \
layouts-stacking \
layouts-stacking-diff-sized-actors \
events-mouse-scroll \
@ -52,6 +55,9 @@ text_shadow_SOURCES = text-shadow.c
textures_reflection_SOURCES = textures-reflection.c
textures_split_go_SOURCES = textures-split-go.c
textures_sub_texture_SOURCES = textures-sub-texture.c
layouts_bind_constraint_allocation_SOURCES = layouts-bind-constraint-allocation.c
layouts_bind_constraint_overlay_SOURCES = layouts-bind-constraint-overlay.c
layouts_bind_constraint_stage_SOURCES = layouts-bind-constraint-stage.c
layouts_stacking_SOURCES = layouts-stacking.c
layouts_stacking_diff_sized_actors_SOURCES = layouts-stacking-diff-sized-actors.c
events_mouse_scroll_SOURCES = events-mouse-scroll.c

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@ -0,0 +1,70 @@
#include <stdlib.h>
#include <clutter/clutter.h>
#define OVERLAY_FACTOR 1.1
static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };
static const ClutterColor red = { 0xff, 0x00, 0x00, 0xff };
static const ClutterColor blue = { 0x00, 0x00, 0xff, 0x66 };
void
allocation_changed_cb (ClutterActor *actor,
const ClutterActorBox *allocation,
ClutterAllocationFlags flags,
gpointer user_data)
{
ClutterActor *overlay = CLUTTER_ACTOR (user_data);
gfloat width, height, x, y;
clutter_actor_box_get_size (allocation, &width, &height);
clutter_actor_box_get_origin (allocation, &x, &y);
clutter_actor_set_size (overlay,
width * OVERLAY_FACTOR,
height * OVERLAY_FACTOR);
clutter_actor_set_position (overlay,
x - ((OVERLAY_FACTOR - 1) * width * 0.5),
y - ((OVERLAY_FACTOR - 1) * width * 0.5));
}
int
main (int argc, char *argv[])
{
ClutterActor *stage;
ClutterActor *actor;
ClutterActor *overlay;
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
clutter_actor_set_size (stage, 400, 400);
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
actor = clutter_rectangle_new_with_color (&red);
clutter_actor_set_size (actor, 100, 100);
clutter_actor_set_position (actor, 150, 150);
overlay = clutter_rectangle_new_with_color (&blue);
g_signal_connect (actor,
"allocation-changed",
G_CALLBACK (allocation_changed_cb),
overlay);
clutter_container_add (CLUTTER_CONTAINER (stage), actor, overlay, NULL);
clutter_actor_animate (actor, CLUTTER_LINEAR, 2000,
"width", 300.0,
"height", 300.0,
"x", 50.0,
"y", 50.0,
NULL);
clutter_actor_show (stage);
clutter_main ();
return EXIT_SUCCESS;
}

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@ -0,0 +1,135 @@
#include <stdlib.h>
#include <clutter/clutter.h>
#define STAGE_SIDE 400
#define RECTANGLE_SIDE STAGE_SIDE * 0.5
#define TEXTURE_SIZE_MAX STAGE_SIDE * 0.9
#define TEXTURE_SIZE_MIN STAGE_SIDE * 0.1
#define TEXTURE_SIZE_STEP 0.2
#define OVERLAY_OPACITY_OFF 0
#define OVERLAY_OPACITY_ON 100
static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };
static const ClutterColor overlay_color = { 0xaa, 0x99, 0x00, 0xff };
/* change the texture size with +/- */
static gboolean
key_press_cb (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
ClutterActor *texture;
gfloat texture_width, texture_height;
guint key_pressed;
texture = CLUTTER_ACTOR (user_data);
clutter_actor_get_size (texture, &texture_width, &texture_height);
key_pressed = clutter_event_get_key_symbol (event);
if (key_pressed == CLUTTER_KEY_plus)
{
texture_width *= 1.0 + TEXTURE_SIZE_STEP;
texture_height *= 1.0 + TEXTURE_SIZE_STEP;
}
else if (key_pressed == CLUTTER_KEY_minus)
{
texture_width *= 1.0 - TEXTURE_SIZE_STEP;
texture_height *= 1.0 - TEXTURE_SIZE_STEP;
}
if (texture_width <= TEXTURE_SIZE_MAX && texture_width >= TEXTURE_SIZE_MIN)
clutter_actor_animate (texture, CLUTTER_EASE_OUT_CUBIC, 500,
"width", texture_width,
"height", texture_height,
NULL);
return TRUE;
}
/* turn overlay opacity on/off */
static void
click_cb (ClutterClickAction *action,
ClutterActor *actor,
gpointer user_data)
{
ClutterActor *overlay = CLUTTER_ACTOR (user_data);
guint8 opacity = clutter_actor_get_opacity (overlay);
if (opacity < OVERLAY_OPACITY_ON)
opacity = OVERLAY_OPACITY_ON;
else
opacity = OVERLAY_OPACITY_OFF;
clutter_actor_set_opacity (overlay, opacity);
}
int
main (int argc, char *argv[])
{
ClutterActor *stage;
ClutterActor *texture;
ClutterActor *overlay;
ClutterAction *click;
GError *error = NULL;
gchar *filename = TESTS_DATA_DIR "/redhand.png";
if (argc > 1)
filename = argv[1];
clutter_init (&argc, &argv);
stage = clutter_stage_new ();
clutter_actor_set_size (stage, STAGE_SIDE, STAGE_SIDE);
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
texture = clutter_texture_new ();
clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture), TRUE);
clutter_actor_set_reactive (texture, TRUE);
clutter_actor_set_size (texture, RECTANGLE_SIDE, RECTANGLE_SIDE);
clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
filename,
&error);
if (error != NULL)
{
g_warning ("Error loading %s\n%s", filename, error->message);
g_error_free (error);
exit (EXIT_FAILURE);
}
/* overlay is 10px wider and taller than the texture, and centered on it;
* initially, it is transparent; but it is made semi-opaque when the
* texture is clicked
*/
overlay = clutter_rectangle_new_with_color (&overlay_color);
clutter_actor_set_opacity (overlay, OVERLAY_OPACITY_OFF);
clutter_actor_add_constraint (overlay, clutter_bind_constraint_new (texture, CLUTTER_BIND_WIDTH, 10));
clutter_actor_add_constraint (overlay, clutter_bind_constraint_new (texture, CLUTTER_BIND_HEIGHT, 10));
clutter_actor_add_constraint (overlay, clutter_align_constraint_new (texture, CLUTTER_ALIGN_X_AXIS, 0.5));
clutter_actor_add_constraint (overlay, clutter_align_constraint_new (texture, CLUTTER_ALIGN_Y_AXIS, 0.5));
click = clutter_click_action_new ();
clutter_actor_add_action (texture, click);
clutter_container_add (CLUTTER_CONTAINER (stage), texture, overlay, NULL);
clutter_actor_raise_top (overlay);
g_signal_connect (click, "clicked", G_CALLBACK (click_cb), overlay);
g_signal_connect (stage,
"key-press-event",
G_CALLBACK (key_press_cb),
texture);
clutter_actor_show (stage);
clutter_main ();
return EXIT_SUCCESS;
}

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@ -0,0 +1,55 @@
#include <stdlib.h>
#include <clutter/clutter.h>
static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };
static const ClutterColor rectangle_color = { 0xaa, 0x99, 0x00, 0xff };
int
main (int argc, char *argv[])
{
/* the stage is the "source" for constraints on the texture */
ClutterActor *stage;
/* the "target" actor which will be bound by the constraints */
ClutterActor *texture;
ClutterConstraint *width_binding;
ClutterConstraint *height_binding;
clutter_init (&argc, &argv);
stage = clutter_stage_new ();
clutter_actor_set_size (stage, 400, 400);
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
/* make the stage resizable */
clutter_stage_set_user_resizable (CLUTTER_STAGE (stage), TRUE);
texture = clutter_texture_new ();
clutter_actor_set_opacity (texture, 50);
clutter_texture_set_repeat (CLUTTER_TEXTURE (texture), TRUE, TRUE);
clutter_texture_set_from_file (CLUTTER_TEXTURE (texture), "smiley.png", NULL);
/* the texture's width will be 100px less than the stage's */
width_binding = clutter_bind_constraint_new (stage, CLUTTER_BIND_WIDTH, -100);
/* the texture's height will be 100px less than the stage's */
height_binding = clutter_bind_constraint_new (stage, CLUTTER_BIND_HEIGHT, -100);
/* add the constraints to the texture */
clutter_actor_add_constraint (texture, width_binding);
clutter_actor_add_constraint (texture, height_binding);
/* add some alignment constraints */
clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture);
clutter_actor_show (stage);
clutter_main ();
return EXIT_SUCCESS;
}

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@ -587,4 +587,224 @@ clutter_actor_raise_top (text);
</section>
<section id="layouts-bind-constraint">
<title>Binding the size of one actor to the size of another</title>
<section>
<title>Problem</title>
<para>You want one actor (the "target") to automatically change
its width or height (or both) when the size of another
actor (the "source") changes.</para>
<para>Example use cases:</para>
<itemizedlist>
<listitem>
<para>Making an actor adjust itself to the size of the stage
(particularly when the stage is resizable).</para>
</listitem>
<listitem>
<para>Putting one actor on top of another and keeping their
sizes in sync.</para>
</listitem>
</itemizedlist>
</section>
<section>
<title>Solution</title>
<para>Create a <type>ClutterBindConstraint</type> bound to the
width and/or height of one actor (the "source"). Add that constraint
to an actor (the "target") whose size should follow the
size of the source.</para>
<para>This short example shows how to create and add a constraint;
<varname>source</varname> and <varname>target</varname> can
be any two <type>ClutterActors</type>:</para>
<informalexample>
<programlisting>
<emphasis>ClutterConstraint *width_constraint;</emphasis>
/* create a constraint which binds a target actor's width to 100px less than
* the width of the source actor (use CLUTTER_BIND_HEIGHT to create a
* constraint based on an actor's height)
*
* the third argument is a positive or negative offset from the actor's
* dimension, in pixels; this is added to the height or width of the source
* actor before the constraint is applied to the target actor
*/
<emphasis>width_constraint = clutter_bind_constraint_new (source, CLUTTER_BIND_WIDTH, -100);</emphasis>
/* add the constraint to an actor */
<emphasis>clutter_actor_add_constraint (target, width_constraint);</emphasis>
</programlisting>
</informalexample>
<para>Below is a full example, showing how to incorporate a
constraint into a Clutter application.</para>
<example id="layouts-bind-constraint-example-1">
<title>Constraining the size of a texture to
the size of the stage using <type>ClutterBindConstraint</type></title>
<programlisting>
<xi:include href="examples/layouts-bind-constraint-stage.c" parse="text">
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
</xi:include>
</programlisting>
</example>
<para>The texture in this example is 100px smaller than the stage,
leaving a border of visible stage around the texture; and the texture
has a tiled image on it. The tiling changes as the texture changes
size. Also note that two <type>ClutterAlignConstraints</type> are
added to center the actor on the stage.</para>
<para>The result looks like this:</para>
<screenshot>
<mediaobject>
<imageobject>
<imagedata format="PNG"
fileref="images/layouts-bind-constraint-stage.png" />
</imageobject>
<alt>
<para>A texture bound to the height and width of the
stage using <type>ClutterBindConstraint</type></para>
</alt>
</mediaobject>
</screenshot>
</section>
<section>
<title>Discussion</title>
<para>Sizing constraints are a good solution in these cases:</para>
<itemizedlist>
<listitem>
<para>Where you can't use a layout manager. For
example, you can't apply a layout manager to the stage
directly; so if you want to control the size of an actor
based on the size of the stage (as in
<link linkend="layouts-bind-constraint-example-1">the example
above</link>), constraints are a good substitute for a layout
manager .</para>
</listitem>
<listitem>
<para>Where the layout of a UI is fairly simple (perhaps
up to half a dozen actors) and fairly static. An example
might be something like a text editor, where the arrangement
of the UI (menu bar, toolbar, editing panel, footer) changes
infrequently. Of course, it is possible to arrange top-level
components using constraints, but still use layout
managers inside individual components (e.g. a flow layout
manager to manage buttons in the toolbar).</para>
</listitem>
<listitem>
<para>Where you have an actor whose size can change erratically,
but you still want to be able to track its size to control
another actor's size. An example might be an application like
a drawing program, where a user can create their own actors:
you might want the user to be able to describe loose, custom
constraints between actors like "keep these actors at the
same width", then allow those actors to be moved around and
resized in a free-form way as a group. In this situation, a
layout manager is too rigid and not appropriate;
but adding <type>ClutterConstraints</type> to actors
in response to user actions could work well.</para>
<para>The <link linkend="layouts-bind-constraint-example-2">sample
code in the appendix</link> is the kind of thing you might include
in a drawing program: you can resize a texture with a key press
(<code>+</code> to increase size, <code>-</code> to decrease), and
click on the actor to select/deselect it (a semi-transparent overlay is
toggled on the texture). The size of the overlay is bound and
aligned to the texture, so that it covers and slightly overlaps the
texture regardless of its size.</para>
</listitem>
</itemizedlist>
<note>
<para>You can bind an actor to a single dimension (just height or
depth) of another actor: you don't have to bind both height
and width. Also, you don't have to bind both dimensions of the
target to the same source: for example, you could bind the target's
height to one source (actor A) and its width to another source
(actor B).</para>
<para>A <type>ClutterBindConstraint</type> can also be used to
constrain a target actor's position on the <code>x</code> and
<code>y</code> axes to the position of a source actor. This is
covered in another recipe.</para>
</note>
<section>
<title>Another way to bind actors' sizes together</title>
<para>There is another way to control the size of a target
actor, based on the size of a source: you can create a handler
for the <code>allocation-changed</code> signal
of the source, emitted when its size and/or position
changes. This signal includes all the data
about the source's new allocation (height, width, x and y
coordindates), which the handler function can then use to
resize the target.</para>
<para>Alternatively, if you're only interested in
a change to width or height, you can create a handler
for the <code>notify::width</code> or
<code>notify::height</code> signal (respectively), and modify
the target's width/height in the handler.</para>
<para>This approach may be useful if you need a type of
control over alignment and size which is not possible using
constraints alone (e.g. one actor's size should be
a proportion of another's). See
<link linkend="layouts-bind-constraint-example-3">the code in
this section</link> for an example where the size
of one actor is dynamically set to 10% more than the
size of another.</para>
<note>
<para><link linkend="actors-allocation-notify">This recipe</link>
explains more about monitoring changes to an actor's size.</para>
</note>
</section>
</section>
<section>
<title>Full examples</title>
<example id="layouts-bind-constraint-example-2">
<title>Creating an automatically-resizing overlay for a
texture using <type>ClutterBindConstraint</type></title>
<programlisting>
<xi:include href="examples/layouts-bind-constraint-overlay.c" parse="text">
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
</xi:include>
</programlisting>
</example>
<example id="layouts-bind-constraint-example-3">
<title>Using the <code>allocation-changed</code>
signal of one actor to trigger proportional size changes in
another</title>
<programlisting>
<xi:include href="examples/layouts-bind-constraint-allocation.c" parse="text">
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
</xi:include>
</programlisting>
</example>
</section>
</section>
</chapter>