Remove CloneTexture from the API

ClutterClone supercedes ClutterCloneTexture, since it can clone
every kind of actor -- including composite ones.

This is another "brain surgery with a shotgun" kind of commit: it
removes CloneTexture and updates every test case using CloneTexture
to ClutterClone. The API fallout is minimal, luckily for us.
This commit is contained in:
Emmanuele Bassi 2009-01-27 15:18:45 +00:00
parent cd5c1bd98b
commit 86e95a779a
12 changed files with 122 additions and 644 deletions

View File

@ -60,7 +60,6 @@ source_h = \
$(srcdir)/clutter-binding-pool.h \
$(srcdir)/clutter-cairo-texture.h \
$(srcdir)/clutter-child-meta.h \
$(srcdir)/clutter-clone-texture.h \
$(srcdir)/clutter-clone.h \
$(srcdir)/clutter-color.h \
$(srcdir)/clutter-container.h \
@ -152,7 +151,6 @@ source_c = \
clutter-binding-pool.c \
clutter-cairo-texture.c \
clutter-child-meta.c \
clutter-clone-texture.c \
clutter-clone.c \
clutter-color.c \
clutter-container.c \

View File

@ -1,455 +0,0 @@
/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-clone-texture
* @short_description: Actor for cloning existing textures in an
* efficient way.
*
* #ClutterCloneTexture allows the cloning of existing #ClutterTexture based
* actors whilst saving underlying graphics resources.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-clone-texture.h"
#include "clutter-main.h"
#include "clutter-feature.h"
#include "clutter-actor.h"
#include "clutter-util.h"
#include "clutter-enum-types.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "cogl/cogl.h"
enum
{
PROP_0,
PROP_PARENT_TEXTURE,
PROP_REPEAT_Y,
PROP_REPEAT_X
};
G_DEFINE_TYPE (ClutterCloneTexture,
clutter_clone_texture,
CLUTTER_TYPE_ACTOR);
#define CLUTTER_CLONE_TEXTURE_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_CLONE_TEXTURE, ClutterCloneTexturePrivate))
struct _ClutterCloneTexturePrivate
{
ClutterTexture *parent_texture;
guint repeat_x : 1;
guint repeat_y : 1;
};
static void
clutter_clone_texture_get_preferred_width (ClutterActor *self,
ClutterUnit for_height,
ClutterUnit *min_width_p,
ClutterUnit *natural_width_p)
{
ClutterCloneTexturePrivate *priv = CLUTTER_CLONE_TEXTURE (self)->priv;
ClutterActor *parent_texture;
ClutterActorClass *parent_texture_class;
/* Note that by calling the get_width_request virtual method directly
* and skipping the clutter_actor_get_preferred_width() wrapper, we
* are ignoring any size request override set on the parent texture
* and just getting the normal size of the parent texture.
*/
parent_texture = CLUTTER_ACTOR (priv->parent_texture);
if (!parent_texture)
{
if (min_width_p)
*min_width_p = 0;
if (natural_width_p)
*natural_width_p = 0;
return;
}
parent_texture_class = CLUTTER_ACTOR_GET_CLASS (parent_texture);
parent_texture_class->get_preferred_width (parent_texture,
for_height,
min_width_p,
natural_width_p);
}
static void
clutter_clone_texture_get_preferred_height (ClutterActor *self,
ClutterUnit for_width,
ClutterUnit *min_height_p,
ClutterUnit *natural_height_p)
{
ClutterCloneTexturePrivate *priv = CLUTTER_CLONE_TEXTURE (self)->priv;
ClutterActor *parent_texture;
ClutterActorClass *parent_texture_class;
/* Note that by calling the get_height_request virtual method directly
* and skipping the clutter_actor_get_preferred_height() wrapper, we
* are ignoring any size request override set on the parent texture and
* just getting the normal size of the parent texture.
*/
parent_texture = CLUTTER_ACTOR (priv->parent_texture);
if (!parent_texture)
{
if (min_height_p)
*min_height_p = 0;
if (natural_height_p)
*natural_height_p = 0;
return;
}
parent_texture_class = CLUTTER_ACTOR_GET_CLASS (parent_texture);
parent_texture_class->get_preferred_height (parent_texture,
for_width,
min_height_p,
natural_height_p);
}
static void
clutter_clone_texture_paint (ClutterActor *self)
{
ClutterCloneTexturePrivate *priv;
ClutterActor *parent_texture;
gint x_1, y_1, x_2, y_2;
CoglHandle cogl_texture;
ClutterFixed t_w, t_h;
guint tex_width, tex_height;
priv = CLUTTER_CLONE_TEXTURE (self)->priv;
/* no need to paint stuff if we don't have a texture to clone */
if (!priv->parent_texture)
return;
CLUTTER_NOTE (PAINT,
"painting clone texture '%s'",
clutter_actor_get_name (self) ? clutter_actor_get_name (self)
: "unknown");
/* parent texture may have been hidden, there for need to make sure its
* realised with resources available.
*/
parent_texture = CLUTTER_ACTOR (priv->parent_texture);
if (!CLUTTER_ACTOR_IS_REALIZED (parent_texture))
clutter_actor_realize (parent_texture);
/* If 'parent' texture isn't visible we run its paint to be sure it
* updates. Needed for TFP and likely FBOs.
* Potentially could cause issues
*/
if (!clutter_actor_get_paint_visibility(parent_texture))
{
CLUTTER_SET_PRIVATE_FLAGS(parent_texture,
CLUTTER_TEXTURE_IN_CLONE_PAINT);
g_signal_emit_by_name (priv->parent_texture, "paint", NULL);
CLUTTER_UNSET_PRIVATE_FLAGS(parent_texture,
CLUTTER_TEXTURE_IN_CLONE_PAINT);
}
cogl_set_source_color4ub (255, 255, 255,
clutter_actor_get_paint_opacity (self));
clutter_actor_get_allocation_coords (self, &x_1, &y_1, &x_2, &y_2);
CLUTTER_NOTE (PAINT, "paint to x1: %i, y1: %i x2: %i, y2: %i "
"opacity: %i",
x_1, y_1, x_2, y_2,
clutter_actor_get_opacity (self));
cogl_texture = clutter_texture_get_cogl_texture (priv->parent_texture);
if (cogl_texture == COGL_INVALID_HANDLE)
return;
tex_width = cogl_texture_get_width (cogl_texture);
tex_height = cogl_texture_get_height (cogl_texture);
if (priv->repeat_x && tex_width > 0)
t_w = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (x_2 - x_1),
COGL_FIXED_FROM_INT (tex_width));
else
t_w = COGL_FIXED_1;
if (priv->repeat_y && tex_height > 0)
t_h = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (y_2 - y_1),
COGL_FIXED_FROM_INT (tex_height));
else
t_h = COGL_FIXED_1;
/* Parent paint translated us into position */
cogl_texture_rectangle (cogl_texture, 0, 0,
COGL_FIXED_FROM_INT (x_2 - x_1),
COGL_FIXED_FROM_INT (y_2 - y_1),
0, 0, t_w, t_h);
}
static void
set_parent_texture (ClutterCloneTexture *ctexture,
ClutterTexture *texture)
{
ClutterCloneTexturePrivate *priv = ctexture->priv;
ClutterActor *actor = CLUTTER_ACTOR (ctexture);
gboolean was_visible = CLUTTER_ACTOR_IS_VISIBLE (ctexture);
if (priv->parent_texture == texture)
return;
if (priv->parent_texture)
{
g_object_unref (priv->parent_texture);
priv->parent_texture = NULL;
if (was_visible)
clutter_actor_hide (actor);
}
if (texture)
{
priv->parent_texture = g_object_ref (texture);
/* queue a redraw if the cloned texture is already visible */
if (CLUTTER_ACTOR_IS_VISIBLE (priv->parent_texture) &&
was_visible)
{
clutter_actor_show (actor);
clutter_actor_queue_redraw (actor);
}
clutter_actor_queue_relayout (actor);
}
}
static void
clutter_clone_texture_dispose (GObject *object)
{
ClutterCloneTexture *self = CLUTTER_CLONE_TEXTURE(object);
ClutterCloneTexturePrivate *priv = self->priv;
if (priv->parent_texture)
g_object_unref (priv->parent_texture);
priv->parent_texture = NULL;
G_OBJECT_CLASS (clutter_clone_texture_parent_class)->dispose (object);
}
static void
clutter_clone_texture_finalize (GObject *object)
{
G_OBJECT_CLASS (clutter_clone_texture_parent_class)->finalize (object);
}
static void
clutter_clone_texture_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object);
ClutterCloneTexturePrivate *priv;
priv = ctexture->priv;
switch (prop_id)
{
case PROP_PARENT_TEXTURE:
set_parent_texture (ctexture, g_value_get_object (value));
break;
case PROP_REPEAT_X:
if (priv->repeat_x != g_value_get_boolean (value))
{
priv->repeat_x = !priv->repeat_x;
clutter_actor_queue_redraw (CLUTTER_ACTOR (ctexture));
}
break;
case PROP_REPEAT_Y:
if (priv->repeat_y != g_value_get_boolean (value))
{
priv->repeat_y = !priv->repeat_y;
clutter_actor_queue_redraw (CLUTTER_ACTOR (ctexture));
}
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_clone_texture_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterCloneTexture *ctexture = CLUTTER_CLONE_TEXTURE (object);
ClutterCloneTexturePrivate *priv;
priv = ctexture->priv;
switch (prop_id)
{
case PROP_PARENT_TEXTURE:
g_value_set_object (value, ctexture->priv->parent_texture);
break;
case PROP_REPEAT_X:
g_value_set_boolean (value, priv->repeat_x);
break;
case PROP_REPEAT_Y:
g_value_set_boolean (value, priv->repeat_y);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_clone_texture_class_init (ClutterCloneTextureClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
actor_class->paint =
clutter_clone_texture_paint;
actor_class->get_preferred_width =
clutter_clone_texture_get_preferred_width;
actor_class->get_preferred_height =
clutter_clone_texture_get_preferred_height;
gobject_class->finalize = clutter_clone_texture_finalize;
gobject_class->dispose = clutter_clone_texture_dispose;
gobject_class->set_property = clutter_clone_texture_set_property;
gobject_class->get_property = clutter_clone_texture_get_property;
g_object_class_install_property
(gobject_class, PROP_PARENT_TEXTURE,
g_param_spec_object ("parent-texture",
"Parent Texture",
"The parent texture to clone",
CLUTTER_TYPE_TEXTURE,
CLUTTER_PARAM_READWRITE));
g_object_class_install_property
(gobject_class, PROP_REPEAT_X,
g_param_spec_boolean ("repeat-x",
"Tile underlying pixbuf in x direction",
"Reapeat underlying pixbuf rather than scale "
"in x direction.",
FALSE,
CLUTTER_PARAM_READWRITE));
g_object_class_install_property
(gobject_class, PROP_REPEAT_Y,
g_param_spec_boolean ("repeat-y",
"Tile underlying pixbuf in y direction",
"Reapeat underlying pixbuf rather than scale "
"in y direction.",
FALSE,
CLUTTER_PARAM_READWRITE));
g_type_class_add_private (gobject_class, sizeof (ClutterCloneTexturePrivate));
}
static void
clutter_clone_texture_init (ClutterCloneTexture *self)
{
ClutterCloneTexturePrivate *priv;
self->priv = priv = CLUTTER_CLONE_TEXTURE_GET_PRIVATE (self);
priv->parent_texture = NULL;
}
/**
* clutter_clone_texture_new:
* @texture: a #ClutterTexture, or %NULL
*
* Creates an efficient 'clone' of a pre-existing texture with which it
* shares the underlying pixbuf data.
*
* You can use clutter_clone_texture_set_parent_texture() to change the
* cloned texture.
*
* Return value: the newly created #ClutterCloneTexture
*/
ClutterActor *
clutter_clone_texture_new (ClutterTexture *texture)
{
g_return_val_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture), NULL);
return g_object_new (CLUTTER_TYPE_CLONE_TEXTURE,
"parent-texture", texture,
NULL);
}
/**
* clutter_clone_texture_get_parent_texture:
* @clone: a #ClutterCloneTexture
*
* Retrieves the parent #ClutterTexture used by @clone.
*
* Return value: a #ClutterTexture actor, or %NULL
*
* Since: 0.2
*/
ClutterTexture *
clutter_clone_texture_get_parent_texture (ClutterCloneTexture *clone)
{
g_return_val_if_fail (CLUTTER_IS_CLONE_TEXTURE (clone), NULL);
return clone->priv->parent_texture;
}
/**
* clutter_clone_texture_set_parent_texture:
* @clone: a #ClutterCloneTexture
* @texture: a #ClutterTexture or %NULL
*
* Sets the parent texture cloned by the #ClutterCloneTexture.
*
* Since: 0.2
*/
void
clutter_clone_texture_set_parent_texture (ClutterCloneTexture *clone,
ClutterTexture *texture)
{
g_return_if_fail (CLUTTER_IS_CLONE_TEXTURE (clone));
g_return_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture));
g_object_ref (clone);
set_parent_texture (clone, texture);
g_object_notify (G_OBJECT (clone), "parent-texture");
g_object_unref (clone);
}

View File

@ -1,76 +0,0 @@
/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <clutter/clutter.h> can be included directly."
#endif
#ifndef __CLUTTER_CLONE_TEXTURE_H__
#define __CLUTTER_CLONE_TEXTURE_H__
#include <clutter/clutter-actor.h>
#include <clutter/clutter-texture.h>
G_BEGIN_DECLS
#define CLUTTER_TYPE_CLONE_TEXTURE (clutter_clone_texture_get_type ())
#define CLUTTER_CLONE_TEXTURE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_CLONE_TEXTURE, ClutterCloneTexture))
#define CLUTTER_CLONE_TEXTURE_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_CLONE_TEXTURE, ClutterCloneTextureClass))
#define CLUTTER_IS_CLONE_TEXTURE(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_CLONE_TEXTURE))
#define CLUTTER_IS_CLONE_TEXTURE_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_CLONE_TEXTURE))
#define CLUTTER_CLONE_TEXTURE_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_CLONE_TEXTURE, ClutterCloneTextureClass))
typedef struct _ClutterCloneTexture ClutterCloneTexture;
typedef struct _ClutterCloneTexturePrivate ClutterCloneTexturePrivate;
typedef struct _ClutterCloneTextureClass ClutterCloneTextureClass;
struct _ClutterCloneTexture
{
/*< private >*/
ClutterActor parent;
ClutterCloneTexturePrivate *priv;
};
struct _ClutterCloneTextureClass
{
/*< private >*/
ClutterActorClass parent_class;
/* padding for future expansion */
void (*_clutter_clone_1) (void);
void (*_clutter_clone_2) (void);
void (*_clutter_clone_3) (void);
void (*_clutter_clone_4) (void);
};
GType clutter_clone_texture_get_type (void) G_GNUC_CONST;
ClutterActor * clutter_clone_texture_new (ClutterTexture *texture);
ClutterTexture *clutter_clone_texture_get_parent_texture (ClutterCloneTexture *clone);
void clutter_clone_texture_set_parent_texture (ClutterCloneTexture *clone,
ClutterTexture *texture);
G_END_DECLS
#endif /* __CLUTTER_CLONE_TEXTURE_H__ */

View File

@ -22,13 +22,21 @@
*/
/**
* SECTION:clutter-actor-clone
* @short_description: An actor that displays a scaled clone of another
* actor.
* SECTION:clutterclone
* @short_description: An actor that displays a clone of a source actor
*
* #ClutterClone is a #ClutterActor which draws with the paint
* function of another actor, scaled to fit its own allocation.
*
* #ClutterClone can be used to efficiently clone any other actor.
*
* <note><para>This is different from clutter_texture_new_from_actor()
* which requires support for FBOs in the underlying GL
* implementation.</para></note>
*
* #ClutterClone is available since Clutter 1.0
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif

View File

@ -43,7 +43,6 @@
#include "clutter-binding-pool.h"
#include "clutter-cairo-texture.h"
#include "clutter-child-meta.h"
#include "clutter-clone-texture.h"
#include "clutter-clone.h"
#include "clutter-color.h"
#include "clutter-container.h"

View File

@ -10,10 +10,15 @@
<releaseinfo>Version &version;</releaseinfo>
<copyright>
<year>2008</year>
<year>2006,2007,2008</year>
<holder>OpenedHand LTD</holder>
</copyright>
<copyright>
<year>2009</year>
<holder>Intel Corporation</holder>
</copyright>
<legalnotice>
<para>
Permission is granted to copy, distribute and/or modify this
@ -56,7 +61,7 @@
<title>Base actors</title>
<xi:include href="xml/clutter-rectangle.xml"/>
<xi:include href="xml/clutter-texture.xml"/>
<xi:include href="xml/clutter-clone-texture.xml"/>
<xi:include href="xml/clutter-clone.xml"/>
<xi:include href="xml/clutter-text.xml"/>
<xi:include href="xml/clutter-cairo-texture.xml"/>
</chapter>

View File

@ -154,23 +154,23 @@ clutter_alpha_get_type
</SECTION>
<SECTION>
<FILE>clutter-clone-texture</FILE>
<TITLE>ClutterCloneTexture</TITLE>
ClutterCloneTexture
ClutterCloneTextureClass
clutter_clone_texture_new
clutter_clone_texture_get_parent_texture
clutter_clone_texture_set_parent_texture
<FILE>clutter-clone</FILE>
<TITLE>ClutterClone</TITLE>
ClutterClone
ClutterCloneClass
clutter_clone_new
clutter_clone_set_source
clutter_clone_get_source
<SUBSECTION Standard>
CLUTTER_CLONE_TEXTURE
CLUTTER_IS_CLONE_TEXTURE
CLUTTER_TYPE_CLONE_TEXTURE
CLUTTER_CLONE_TEXTURE_CLASS
CLUTTER_IS_CLONE_TEXTURE_CLASS
CLUTTER_CLONE_TEXTURE_GET_CLASS
CLUTTER_CLONE
CLUTTER_IS_CLONE
CLUTTER_TYPE_CLONE
CLUTTER_CLONE_CLASS
CLUTTER_IS_CLONE_CLASS
CLUTTER_CLONE_GET_CLASS
<SUBSECTION Private>
ClutterCloneTexturePrivate
clutter_clone_texture_get_type
ClutterClonePrivate
clutter_clone_get_type
</SECTION>
<SECTION>

View File

@ -1,24 +1,27 @@
#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;
ClutterActor **hand, *bgtex;
ClutterActor *real_hand;
ClutterActor *group;
ClutterActor *stage;
gint stage_width;
gint stage_height;
gfloat radius;
ClutterBehaviour *scaler_1;
ClutterBehaviour *scaler_2;
ClutterTimeline *timeline;
} SuperOH;
static gint n_hands = NHANDS;
@ -50,12 +53,14 @@ input_cb (ClutterActor *stage,
clutter_event_get_coords (event, &x, &y);
button_event = (ClutterButtonEvent *) event;
g_print ("*** button press event (button:%d) ***\n",
button_event->button);
g_print ("*** button press event (button:%d) at %d, %d ***\n",
button_event->button,
x, y);
e = clutter_stage_get_actor_at_pos (CLUTTER_STAGE (stage), x, y);
if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE_TEXTURE (e)))
/* only allow hiding the clones */
if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE (e)))
{
clutter_actor_hide (e);
return TRUE;
@ -95,45 +100,39 @@ frame_cb (ClutterTimeline *timeline,
gpointer data)
{
SuperOH *oh = data;
gint i;
gint i;
/* Rotate everything clockwise about stage center*/
clutter_actor_set_rotation (CLUTTER_ACTOR (oh->group),
clutter_actor_set_rotation (oh->group,
CLUTTER_Z_AXIS,
frame_num,
CLUTTER_STAGE_WIDTH () / 2,
CLUTTER_STAGE_HEIGHT () / 2,
oh->stage_width / 2,
oh->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);
clutter_actor_set_rotation (oh->hand[i],
CLUTTER_Z_AXIS,
-6.0 * frame_num,
0, 0, 0);
}
}
G_MODULE_EXPORT int
test_actors_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;
ClutterAlpha *alpha;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
SuperOH *oh;
gint i;
GError *error;
ClutterActor *real_hand;
error = NULL;
@ -148,70 +147,72 @@ test_actors_main (int argc, char *argv[])
error->message);
g_error_free (error);
exit (1);
return EXIT_FAILURE;
}
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);
clutter_stage_set_title (CLUTTER_STAGE (stage), "Clone Test");
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
oh = g_new(SuperOH, 1);
oh = g_new (SuperOH, 1);
oh->stage = stage;
/* 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 */
oh->timeline = clutter_timeline_new (360, 60);
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, clutter_sine_func,
alpha = clutter_alpha_new_with_func (oh->timeline, clutter_sine_func,
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;
/* 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_texture_new (CLUTTER_TEXTURE(oh->hand[0]));
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]);
w = clutter_actor_get_width (oh->hand[i]);
h = clutter_actor_get_height (oh->hand[i]);
x = CLUTTER_STAGE_WIDTH () / 2
+ RADIUS
* cos (i * M_PI / (n_hands / 2))
x = oh->stage_width / 2
+ oh->radius
* cos (i * G_PI / (n_hands / 2))
- w / 2;
y = CLUTTER_STAGE_HEIGHT () / 2
+ RADIUS
* sin (i * M_PI / (n_hands / 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);
@ -222,22 +223,18 @@ test_actors_main (int argc, char *argv[])
/* 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]);
}
/* Add the group to the stage */
clutter_container_add_actor (CLUTTER_CONTAINER (stage),
CLUTTER_ACTOR (oh->group));
clutter_container_add_actor (CLUTTER_CONTAINER (stage), oh->group);
/* Show everying ( and map window ) */
/* Show everying */
clutter_actor_show (stage);
g_signal_connect (stage, "button-press-event",
G_CALLBACK (input_cb),
oh);
@ -246,12 +243,16 @@ test_actors_main (int argc, char *argv[])
oh);
/* and start it */
clutter_timeline_start (timeline);
clutter_timeline_start (oh->timeline);
clutter_main ();
/* clean up */
g_object_unref (oh->scaler_1);
g_object_unref (oh->scaler_2);
g_object_unref (oh->timeline);
g_free (oh->hand);
g_free (oh);
return 0;
return EXIT_SUCCESS;
}

View File

@ -24,43 +24,43 @@ raise_top (gpointer ignored)
}
static ClutterActor *
clone_box (ClutterTexture *original)
clone_box (ClutterActor *original)
{
guint width, height;
ClutterActor *group;
ClutterActor *clone;
clutter_actor_get_size (CLUTTER_ACTOR (original), &width, &height);
clutter_actor_get_size (original, &width, &height);
group = clutter_group_new ();
clone = clutter_clone_texture_new (original);
clone = clutter_clone_new (original);
clutter_container_add_actor (CLUTTER_CONTAINER (group), clone);
clutter_actor_set_depth (clone, width/2);
clone = clutter_clone_texture_new (original);
clone = clutter_clone_new (original);
clutter_container_add_actor (CLUTTER_CONTAINER (group), clone);
clutter_actor_set_rotation (clone, CLUTTER_Y_AXIS, 180, width/2, 0, 0);
clutter_actor_set_depth (clone, -(gint)width/2);
clone = clutter_clone_texture_new (original);
clone = clutter_clone_new (original);
clutter_container_add_actor (CLUTTER_CONTAINER (group), clone);
clutter_actor_set_rotation (clone, CLUTTER_Y_AXIS, 90, 0, 0, 0);
clutter_actor_set_depth (clone, width/2);
clutter_actor_set_position (clone, 0, 0);
clone = clutter_clone_texture_new (original);
clone = clutter_clone_new (original);
clutter_container_add_actor (CLUTTER_CONTAINER (group), clone);
clutter_actor_set_rotation (clone, CLUTTER_Y_AXIS, 90, 0, 0, 0);
clutter_actor_set_depth (clone, width/2);
clutter_actor_set_position (clone, width, 0);
clone = clutter_clone_texture_new (original);
clone = clutter_clone_new (original);
clutter_container_add_actor (CLUTTER_CONTAINER (group), clone);
clutter_actor_set_rotation (clone, CLUTTER_X_AXIS, 90, 0, 0, 0);
clutter_actor_set_depth (clone, -(gint)width/2);
clutter_actor_set_position (clone, 0, height);
clone = clutter_clone_texture_new (original);
clone = clutter_clone_new (original);
clutter_container_add_actor (CLUTTER_CONTAINER (group), clone);
clutter_actor_set_rotation (clone, CLUTTER_X_AXIS, 90, 0, 0, 0);
clutter_actor_set_depth (clone, -(gint)width/2);
@ -178,9 +178,8 @@ test_depth_main (int argc, char *argv[])
0, 360);
clutter_behaviour_apply (r_behave, janus);
/* add hand box */
box = clone_box (CLUTTER_TEXTURE (hand));
box = clone_box (hand);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), box);
clutter_actor_set_position (box, 200, 250);
clutter_actor_set_scale (box, 0.5, 0.5);

View File

@ -149,7 +149,7 @@ test_fbo_main (gint argc, gchar *argv[])
1.0f / clutter_util_next_p2 (fbo_height));
/* Third from cloning the fbo texture */
clone = clutter_clone_texture_new (CLUTTER_TEXTURE(fbo));
clone = clutter_clone_new (fbo);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), clone);
clutter_actor_set_position (clone, padx*2, 0);

View File

@ -625,8 +625,7 @@ decrease_property_value (ClutterActor *actor,
static ClutterActor *
create_item (void)
{
ClutterActor *clone =
clutter_clone_texture_new (CLUTTER_TEXTURE (icon));
ClutterActor *clone = clutter_clone_new (icon);
gint32 size = g_random_int_range (MIN_SIZE, MAX_SIZE);

View File

@ -61,7 +61,7 @@ input_cb (ClutterStage *stage,
e = clutter_stage_get_actor_at_pos (stage, x, y);
if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE_TEXTURE (e)))
if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE (e)))
{
clutter_actor_hide (e);
return TRUE;
@ -235,7 +235,7 @@ test_paint_wrapper_main (int argc, char *argv[])
}
}
else
oh->hand[i] = clutter_clone_texture_new (CLUTTER_TEXTURE(oh->hand[0]));
oh->hand[i] = clutter_clone_new (oh->hand[0]);
/* paint something before each hand */
g_signal_connect (oh->hand[i],