mirror of
https://github.com/brl/mutter.git
synced 2024-12-23 11:32:04 +00:00
Bug 1080 - clutter_stage_read_pixels has upside-down y coordinate
* clutter/clutter-stage.c (clutter_stage_read_pixels): Use OpenGL's coordinate system for the arguments to glReadPixels (so that y zero is the bottom of the window). Use clutter_redraw instead of clutter_stage_paint to ensure the right GL context is selected. Set some of the glPixelStore parameters that might have been changed by Cogl. * tests/test-stage-read-pixels.c: Replace with a different test that gets a sub-region of the stage around the cursor.
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6dac43ddeb
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@ -1171,7 +1171,7 @@ clutter_stage_read_pixels (ClutterStage *stage,
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g_return_val_if_fail (x >= 0 && y >= 0, NULL);
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/* Force a redraw of the stage before reading back pixels */
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clutter_stage_paint (CLUTTER_ACTOR (stage));
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clutter_redraw (stage);
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clutter_stage_ensure_current (stage);
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glGetIntegerv (GL_VIEWPORT, viewport);
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@ -1191,6 +1191,21 @@ clutter_stage_read_pixels (ClutterStage *stage,
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pixels = g_malloc (height * rowstride);
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temprow = g_malloc (rowstride);
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/* Setup the pixel store parameters that may have been changed by
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Cogl */
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glPixelStorei (GL_PACK_ALIGNMENT, 4);
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#ifdef HAVE_COGL_GL
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glPixelStorei (GL_PACK_ROW_LENGTH, 0);
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glPixelStorei (GL_PACK_SKIP_PIXELS, 0);
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glPixelStorei (GL_PACK_SKIP_ROWS, 0);
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#endif /* HAVE_COGL_GL */
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/* The y co-ordinate should be given in OpenGL's coordinate system
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so 0 is the bottom row */
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y = stage_height - 1 - y - height;
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glFinish ();
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/* check whether we need to read into a smaller temporary buffer */
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glReadPixels (x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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@ -1,290 +1,155 @@
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#include <clutter/clutter.h>
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#include <string.h>
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#if defined (_MSC_VER) && !defined (_USE_MATH_DEFINES)
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#define _USE_MATH_DEFINES
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#endif
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#define DOT_SIZE 2
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#define TEX_SIZE 64
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#include <math.h>
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#include <errno.h>
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#include <stdlib.h>
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#include <glib.h>
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typedef struct _CallbackData CallbackData;
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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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struct _CallbackData
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{
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ClutterActor **hand, *bgtex;
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ClutterActor *group;
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ClutterActor *stage;
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ClutterActor *tv;
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} SuperOH;
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static gint n_hands = NHANDS;
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static GOptionEntry super_oh_entries[] = {
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{
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"num-hands", 'n',
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0,
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G_OPTION_ARG_INT, &n_hands,
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"Number of hands", "HANDS"
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},
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{ NULL }
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ClutterActor *stage;
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ClutterActor *tex;
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ClutterActor *box;
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ClutterMotionEvent event;
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guint idle_source;
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};
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static gint
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get_radius (void)
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static ClutterActor *
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make_label (void)
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{
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return (CLUTTER_STAGE_HEIGHT() + CLUTTER_STAGE_HEIGHT()) / n_hands ;
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ClutterActor *label;
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gchar *text;
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gchar *argv[] = { "ls", "--help", NULL };
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label = clutter_label_new ();
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clutter_label_set_font_name (CLUTTER_LABEL (label), "Sans 10");
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if (g_spawn_sync (NULL, argv, NULL,
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G_SPAWN_STDERR_TO_DEV_NULL | G_SPAWN_SEARCH_PATH,
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NULL, NULL, &text, NULL, NULL, NULL))
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{
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clutter_label_set_text (CLUTTER_LABEL (label), text);
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g_free (text);
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}
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return label;
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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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ClutterEvent *event,
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gpointer data)
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static ClutterActor *
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make_tex (void)
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{
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if (event->type == CLUTTER_BUTTON_PRESS)
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ClutterActor *tex = clutter_texture_new ();
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clutter_actor_set_size (tex, TEX_SIZE * 2, TEX_SIZE * 2);
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return tex;
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}
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static ClutterActor *
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make_box (void)
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{
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ClutterActor *box;
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static const ClutterColor blue = { 0x00, 0x00, 0xff, 0xff };
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box = clutter_rectangle_new_with_color (&blue);
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clutter_actor_set_size (box, DOT_SIZE + 2, DOT_SIZE + 2);
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clutter_actor_hide (box);
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return box;
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}
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static gboolean
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on_motion_idle (gpointer user_data)
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{
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CallbackData *data = (CallbackData *) user_data;
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guchar *pixels, *p;
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guint stage_width, stage_height;
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gint x, y;
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data->idle_source = 0;
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clutter_actor_get_size (data->stage, &stage_width, &stage_height);
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x = CLAMP (data->event.x - TEX_SIZE / 2, 0, (int) stage_width - TEX_SIZE);
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y = CLAMP (data->event.y - TEX_SIZE / 2, 0, (int) stage_height - TEX_SIZE);
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clutter_actor_set_position (data->box, x + TEX_SIZE / 2 - 1,
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y + TEX_SIZE / 2 - 1);
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clutter_actor_show (data->box);
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/* Redraw so that the layouting will be done and the box will be
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drawn in the right position */
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clutter_redraw (CLUTTER_STAGE (data->stage));
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pixels = clutter_stage_read_pixels (CLUTTER_STAGE (data->stage),
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x, y, TEX_SIZE, TEX_SIZE);
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/* Make a red dot in the center */
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p = pixels + (TEX_SIZE / 2 - DOT_SIZE / 2) * TEX_SIZE * 4
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+ (TEX_SIZE / 2 - DOT_SIZE / 2) * 4;
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for (y = 0; y < DOT_SIZE; y++)
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{
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ClutterButtonEvent *button_event;
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ClutterActor *e;
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gint 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) ***\n",
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button_event->button);
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e = clutter_stage_get_actor_at_pos (stage, x, y);
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if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE_TEXTURE (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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for (x = 0; x < DOT_SIZE; x++)
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{
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*(p++) = 255;
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memset (p, 0, 3);
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p += 3;
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}
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p += TEX_SIZE * 4 - DOT_SIZE * 4;
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}
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else if (event->type == CLUTTER_KEY_RELEASE)
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{
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ClutterKeyEvent *kev = (ClutterKeyEvent *) event;
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g_print ("*** key press event (key:%c) ***\n",
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clutter_key_event_symbol (kev));
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/* Set all of the alpa values to full */
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for (p = pixels + TEX_SIZE * TEX_SIZE * 4; p > pixels; p -= 4)
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*(p - 1) = 255;
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if (clutter_key_event_symbol (kev) == 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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}
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clutter_texture_set_from_rgb_data (CLUTTER_TEXTURE (data->tex),
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pixels, TRUE,
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TEX_SIZE, TEX_SIZE,
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TEX_SIZE * 4, 4, 0, NULL);
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g_free (pixels);
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return FALSE;
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}
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static gboolean update_snapshot (gpointer data)
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static gboolean
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on_motion (ClutterActor *stage, ClutterMotionEvent *event, CallbackData *data)
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{
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SuperOH *oh = data;
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gint width = CLUTTER_STAGE_WIDTH();
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gint height = CLUTTER_STAGE_HEIGHT();
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gint x, y, rowstride;
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guchar *pixels;
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/* Handle the motion event in an idle handler so that multiple
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events will be combined into one */
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if (data->idle_source == 0)
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data->idle_source = clutter_threads_add_idle (on_motion_idle, data);
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pixels = clutter_stage_read_pixels (CLUTTER_STAGE (oh->stage), 0, 0, width, height);
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g_assert (pixels);
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data->event = *event;
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/* Alpha data is not guaranteed to be sensible and we don't need it,
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* overwrite it with full-alpha.
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*/
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rowstride = width * 4;
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for (y = 0; y < height; y++)
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for (x = 3; x < rowstride; x += 4)
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pixels[(y * rowstride) + x] = 0xff;
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clutter_texture_set_from_rgb_data (CLUTTER_TEXTURE (oh->tv), pixels, TRUE, width, height, width *4,
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4, 0, NULL);
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g_free (pixels);
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return TRUE;
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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 frame_num,
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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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/* Rotate everything clockwise about stage center*/
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clutter_actor_set_rotation (CLUTTER_ACTOR (oh->group),
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CLUTTER_Z_AXIS,
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frame_num,
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CLUTTER_STAGE_WIDTH () / 2,
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CLUTTER_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 * frame_num, 0, 0, 0);
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}
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update_snapshot (oh);
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}
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int
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main (int argc, char *argv[])
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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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CallbackData data;
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error = NULL;
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clutter_init (&argc, &argv);
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clutter_init_with_args (&argc, &argv,
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NULL,
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super_oh_entries,
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NULL,
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&error);
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if (error)
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{
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g_warning ("Unable to initialise Clutter:\n%s",
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error->message);
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g_error_free (error);
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data.idle_source = 0;
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data.stage = clutter_stage_get_default ();
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exit (1);
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}
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data.tex = make_tex ();
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data.box = make_box ();
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clutter_actor_set_position (data.tex,
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clutter_actor_get_width (data.stage)
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- clutter_actor_get_width (data.tex),
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clutter_actor_get_height (data.stage)
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- clutter_actor_get_height (data.tex));
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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_container_add (CLUTTER_CONTAINER (data.stage),
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make_label (), data.tex, data.box, NULL);
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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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g_signal_connect (data.stage, "motion-event", G_CALLBACK (on_motion), &data);
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oh = g_new(SuperOH, 1);
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/* Create a timeline to manage animation */
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timeline = clutter_timeline_new (360, 60); /* num frames, fps */
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g_object_set (timeline, "loop", TRUE, NULL); /* have it loop */
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/* fire a callback for frame change */
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g_signal_connect (timeline, "new-frame", G_CALLBACK (frame_cb), oh);
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/* Set up some behaviours to handle scaling */
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alpha = clutter_alpha_new_full (timeline, CLUTTER_ALPHA_SINE, NULL, NULL);
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scaler_1 = clutter_behaviour_scale_new (alpha,
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0.5, 0.5,
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1.0, 1.0);
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scaler_2 = clutter_behaviour_scale_new (alpha,
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1.0, 1.0,
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0.5, 0.5);
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/* create a new group to hold multiple actors in a group */
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oh->group = clutter_group_new();
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oh->hand = g_new (ClutterActor*, n_hands);
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for (i = 0; i < n_hands; i++)
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{
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gint x, y, w, h;
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gint radius = get_radius ();
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/* Create a texture from file, then clone in to same resources */
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if (i == 0)
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{
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if ((oh->hand[i] = clutter_texture_new_from_file ("redhand.png",
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&error)) == NULL)
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{
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g_error ("image load failed: %s", error->message);
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exit (1);
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}
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}
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else
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oh->hand[i] = clutter_clone_texture_new (CLUTTER_TEXTURE(oh->hand[0]));
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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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x = CLUTTER_STAGE_WIDTH () / 2
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+ radius
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* cos (i * M_PI / (n_hands / 2))
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- w / 2;
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y = CLUTTER_STAGE_HEIGHT () / 2
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+ radius
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* sin (i * M_PI / (n_hands / 2))
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- h / 2;
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clutter_actor_set_position (oh->hand[i], x, y);
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clutter_actor_move_anchor_point_from_gravity (oh->hand[i],
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CLUTTER_GRAVITY_CENTER);
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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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#if 1 /* FIXME: disabled as causes drift? - see comment above */
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if (i % 2)
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clutter_behaviour_apply (scaler_1, oh->hand[i]);
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else
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clutter_behaviour_apply (scaler_2, oh->hand[i]);
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#endif
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}
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/* Add the group to the stage */
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clutter_container_add_actor (CLUTTER_CONTAINER (stage),
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CLUTTER_ACTOR (oh->group));
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/* Show everying ( and map window ) */
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clutter_actor_show (stage);
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oh->stage = stage;
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oh->tv = clutter_texture_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage),
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CLUTTER_ACTOR (oh->tv));
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clutter_actor_set_position (oh->tv, CLUTTER_STAGE_WIDTH() * 0.025, CLUTTER_STAGE_HEIGHT() * 0.025);
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clutter_actor_set_scale (oh->tv, 0.95, 0.95);
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clutter_actor_set_opacity (oh->tv, 0.9 * 0xff);
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clutter_actor_show (oh->tv);
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clutter_actor_lower_bottom (oh->tv);
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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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/* and start it */
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clutter_timeline_start (timeline);
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clutter_actor_show (data.stage);
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clutter_main ();
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g_free (oh->hand);
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g_free (oh);
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return 0;
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}
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