interactive: Remove test-actor-clone

Another clone of the venerable test-actors - but test-actor already uses
ClutterClone, so there's really little point in it.
This commit is contained in:
Emmanuele Bassi 2012-02-29 09:24:34 +00:00
parent bd2f5d0e38
commit caf759f72f
2 changed files with 0 additions and 302 deletions

View File

@ -7,7 +7,6 @@ UNIT_TESTS = \
test-events.c \ test-events.c \
test-scale.c \ test-scale.c \
test-actors.c \ test-actors.c \
test-actor-clone.c \
test-shader-effects.c \ test-shader-effects.c \
test-depth.c \ test-depth.c \
test-threads.c \ test-threads.c \

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@ -1,301 +0,0 @@
#include <clutter/clutter.h>
#include <math.h>
#include <errno.h>
#include <stdlib.h>
#include <glib.h>
#include <gmodule.h>
#define NHANDS 6
typedef struct SuperOH
{
ClutterActor **hand;
ClutterActor *bgtex;
ClutterActor *real_hand;
ClutterActor *group;
ClutterActor *stage;
gint stage_width;
gint stage_height;
gfloat radius;
ClutterBehaviour *scaler_1;
ClutterBehaviour *scaler_2;
ClutterTimeline *timeline;
guint frame_id;
} SuperOH;
static gint n_hands = NHANDS;
static GOptionEntry super_oh_entries[] = {
{
"num-hands", 'n',
0,
G_OPTION_ARG_INT, &n_hands,
"Number of hands", "HANDS"
},
{ NULL }
};
static void
clean_and_quit (ClutterActor *actor,
SuperOH *oh)
{
g_signal_handler_disconnect (oh->timeline, oh->frame_id);
clutter_main_quit ();
}
static gboolean
on_button_press_event (ClutterActor *actor,
ClutterEvent *event,
SuperOH *oh)
{
gfloat x, y;
clutter_event_get_coords (event, &x, &y);
g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n",
clutter_event_get_button (event),
x, y);
clutter_actor_hide (actor);
return TRUE;
}
static gboolean
input_cb (ClutterActor *stage,
ClutterEvent *event,
gpointer data)
{
SuperOH *oh = data;
if (event->type == CLUTTER_KEY_RELEASE)
{
g_print ("*** key press event (key:%c) ***\n",
clutter_event_get_key_symbol (event));
if (clutter_event_get_key_symbol (event) == CLUTTER_KEY_q)
{
clutter_main_quit ();
return TRUE;
}
else if (clutter_event_get_key_symbol (event) == CLUTTER_KEY_r)
{
gint i;
for (i = 0; i < n_hands; i++)
clutter_actor_show (oh->hand[i]);
return TRUE;
}
}
return FALSE;
}
/* Timeline handler */
static void
frame_cb (ClutterTimeline *timeline,
gint frame_num,
gpointer data)
{
SuperOH *oh = data;
gint i;
float rotation = clutter_timeline_get_progress (timeline) * 360.0f;
/* Rotate everything clockwise about stage center*/
clutter_actor_set_rotation (oh->group,
CLUTTER_Z_AXIS,
rotation,
oh->stage_width / 2,
oh->stage_height / 2,
0);
for (i = 0; i < n_hands; i++)
{
/* Rotate each hand around there centers - to get this we need
* to take into account any scaling.
*/
clutter_actor_set_rotation (oh->hand[i],
CLUTTER_Z_AXIS,
-6.0 * rotation,
0, 0, 0);
}
}
static gdouble
my_sine_wave (ClutterAlpha *alpha,
gpointer dummy G_GNUC_UNUSED)
{
ClutterTimeline *timeline = clutter_alpha_get_timeline (alpha);
gdouble progress = clutter_timeline_get_progress (timeline);
return sin (progress * G_PI);
}
G_MODULE_EXPORT int
test_actor_clone_main (int argc, char *argv[])
{
ClutterAlpha *alpha;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
SuperOH *oh;
gint i;
GError *error;
ClutterActor *real_hand, *tmp;
ClutterColor clr = { 0xff, 0xff, 0x00, 0xff };
gchar *file;
error = NULL;
if (clutter_init_with_args (&argc, &argv,
NULL,
super_oh_entries,
NULL,
&error) != CLUTTER_INIT_SUCCESS)
{
g_warning ("Unable to initialise Clutter:\n%s",
error->message);
g_error_free (error);
return EXIT_FAILURE;
}
oh = g_new (SuperOH, 1);
oh->stage = stage = clutter_stage_new ();
clutter_actor_set_background_color (stage, &stage_color);
clutter_actor_set_size (stage, 800, 600);
clutter_stage_set_title (CLUTTER_STAGE (stage), "Clone Test");
g_signal_connect (stage, "destroy", G_CALLBACK (clean_and_quit), oh);
/* Create a timeline to manage animation */
oh->timeline = clutter_timeline_new (6000);
clutter_timeline_set_repeat_count (oh->timeline, -1);
/* fire a callback for frame change */
oh->frame_id =
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 (oh->timeline, my_sine_wave, NULL, NULL);
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);
file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
tmp = clutter_texture_new_from_file (file, &error);
if (tmp == NULL)
g_error ("image load failed: %s", error->message);
g_free (file);
clutter_actor_set_size (tmp, 300, 500);
real_hand = clutter_group_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
tmp = clutter_rectangle_new_with_color (&clr);
clutter_actor_set_size (tmp, 100, 100);
clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
clutter_actor_set_scale (real_hand, 0.5, 0.5);
oh->real_hand = real_hand;
/* Now stick the group we want to clone into another group with a custom
* opacity to verify that the clones don't traverse this parent when
* calculating their opacity. */
tmp = clutter_group_new ();
clutter_actor_set_opacity (tmp, 0x80);
clutter_container_add_actor (CLUTTER_CONTAINER (tmp), real_hand);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), tmp);
/* now hide the group so that we can verify that hidden source actors
* still get painted by the Clone
*/
clutter_actor_hide (real_hand);
/* 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 */
oh->hand[i] = clutter_clone_new (real_hand);
clutter_actor_set_size (oh->hand[i], 200, 213);
clutter_actor_set_reactive (oh->hand[i], TRUE);
/* Place around a circle */
w = clutter_actor_get_width (oh->hand[0]);
h = clutter_actor_get_height (oh->hand[0]);
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);
/* Add to our group group */
clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
g_signal_connect (oh->hand[i], "button-press-event",
G_CALLBACK (on_button_press_event),
oh);
if (i % 2)
clutter_behaviour_apply (oh->scaler_1, oh->hand[i]);
else
clutter_behaviour_apply (oh->scaler_2, oh->hand[i]);
}
/* Add the group to the stage */
clutter_container_add_actor (CLUTTER_CONTAINER (stage), oh->group);
/* Show everying */
clutter_actor_show (stage);
g_signal_connect (stage, "key-release-event",
G_CALLBACK (input_cb),
oh);
/* and start it */
clutter_timeline_start (oh->timeline);
clutter_main ();
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 EXIT_SUCCESS;
}