mirror of
https://github.com/brl/mutter.git
synced 2024-11-26 18:11:05 -05:00
2007-12-05 Tomas Frydrych <tf@openedhand.com>
* clutter/clutter-actor.c: * clutter/clutter-actor.h: * tests/Makefile.am: * tests/test-unproject: (clutter_actor_transform_stage_point): Added new function for translating stage coordinates into local actor coordinates.
This commit is contained in:
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12
ChangeLog
12
ChangeLog
@ -1,3 +1,13 @@
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2007-12-05 Tomas Frydrych <tf@openedhand.com>
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* clutter/clutter-actor.c:
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* clutter/clutter-actor.h:
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* tests/Makefile.am:
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* tests/test-unproject:
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(clutter_actor_transform_stage_point):
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Added new function for translating stage coordinates into local
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actor coordinates.
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2007-12-04 Emmanuele Bassi <ebassi@openedhand.com>
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2007-12-04 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-score.c: Better document ClutterScore
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* clutter/clutter-score.c: Better document ClutterScore
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@ -39,7 +49,7 @@
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(clutter_stage_glx_unrealize): unbind all shaders on stage unrealize.
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(clutter_stage_glx_unrealize): unbind all shaders on stage unrealize.
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* clutter/Makefile.am: added clutter-shader.[ch]
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* clutter/Makefile.am: added clutter-shader.[ch]
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* clutter/clutter-actor.[ch]: adding shader capability to
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* clutter/clutter-actor.[ch]: adding shader capability to
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actors.
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actors.
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* clutter/clutter-feature.h: added CLUTTER_FEATURE_SHADERS_GLSL
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* clutter/clutter-feature.h: added CLUTTER_FEATURE_SHADERS_GLSL
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* clutter/clutter-private.h: added stack of shaders to context.
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* clutter/clutter-private.h: added stack of shaders to context.
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@ -928,8 +928,6 @@ clutter_actor_paint (ClutterActor *self)
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cogl_pop_matrix();
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cogl_pop_matrix();
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}
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}
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#undef M
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static void
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static void
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clutter_actor_real_request_coords (ClutterActor *self,
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clutter_actor_real_request_coords (ClutterActor *self,
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ClutterActorBox *box)
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ClutterActorBox *box)
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@ -3870,7 +3868,7 @@ parse_units (ClutterActor *self,
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else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
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else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
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{
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{
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gint val;
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gint val;
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if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
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if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
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{
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{
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g_warning ("Unable to set percentage of %s on a top-level "
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g_warning ("Unable to set percentage of %s on a top-level "
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@ -3948,6 +3946,191 @@ clutter_scriptable_iface_init (ClutterScriptableIface *iface)
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iface->parse_custom_node = clutter_actor_parse_custom_node;
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iface->parse_custom_node = clutter_actor_parse_custom_node;
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}
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}
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/**
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* clutter_actor_transform_stage_point
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* @self: A #ClutterActor
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* @x: x screen coordiance of point to unproject, in #ClutterUnit
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* @y: y screen coordiance of point to unproject, in #ClutterUnit
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* @x: x_out location where to store the unprojected x coordinance, in
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* #ClutterUnit.
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* @y: y_out location where to store the unprojected y coordinance, in
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* #ClutterUnit.
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*
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* Return value: TRUE if conversion was successful.
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*
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* The function translates point with screen coordinates x,y to coordinates
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* relative to the actor, i.e., it can be used, to translate screen events
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* from global screen coordinates into local coordinates.
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*
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* The conversion can fail, notably if the transform stack results in the
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* actor being projected on the screen as a mere line.
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*
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* The conversion should not be expected to be pixel-perfect due to the nature
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* of the operation. In general the error grows when the skewing of the actor
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* rectangle on screen increases.
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*
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* WARNING: This function is fairly computationally intensive.
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*
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* Since: 0.6
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*/
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gboolean
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clutter_actor_transform_stage_point (ClutterActor *self,
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ClutterUnit x,
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ClutterUnit y,
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ClutterUnit *x_out,
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ClutterUnit *y_out)
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{
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ClutterVertex v[4];
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ClutterFixed ST[3][3];
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ClutterFixed RQ[3][3];
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int du, dv, xi, yi;
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ClutterFixed xf, yf, wf, px, py, det;
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ClutterActorPrivate *priv;
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
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priv = self->priv;
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/*
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* This implementation is based on the quad -> quad projection algorithm
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* described by Paul Heckbert in
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*
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* http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
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*
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* and the sample implementaion at http://www.cs.cmu.edu/~ph/src/texfund/.
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*
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* Our texture is a rectangle with origin [0,0], so we are mapping from quad
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* to rectangle only, which significantly simplifies things; the function
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* calls have been unrolled, and most of the math is done in fixed point.
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*/
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clutter_actor_get_vertices (self, v);
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/*
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* Keeping these as ints simplifies the multiplication (no significant loss
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* of precission here).
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*/
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du = CLUTTER_UNITS_TO_DEVICE (priv->coords.x2 - priv->coords.x1);
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dv = CLUTTER_UNITS_TO_DEVICE (priv->coords.y2 - priv->coords.y1);
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if (!du || !dv)
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return FALSE;
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#define FP2FX CLUTTER_FLOAT_TO_FIXED
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#define FX2FP CLUTTER_FIXED_TO_DOUBLE
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#define FP2INT CLUTTER_FLOAT_TO_INT
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#define DET2X(a,b, c,d) (CFX_QMUL(a,d) - CFX_QMUL(b,c))
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/*
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* First, find mapping from unit uv square to xy quadrilateral; this
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* equivalent to the pmap_square_quad() functions in the sample
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* implementation, which we can simplify, since our target is always
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* a rectangle.
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*/
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px = v[0].x - v[1].x + v[3].x - v[2].x;
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py = v[0].y - v[1].y + v[3].y - v[2].y;
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if (!px && !py)
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{ /* affine transform */
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RQ[0][0] = v[1].x - v[0].x;
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RQ[1][0] = v[3].x - v[1].x;
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RQ[2][0] = v[0].x;
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RQ[0][1] = v[1].y - v[0].y;
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RQ[1][1] = v[3].y - v[1].y;
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RQ[2][1] = v[0].y;
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RQ[0][2] = 0;
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RQ[1][2] = 0;
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RQ[2][2] = CFX_ONE;
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}
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else
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{ /* projective transform */
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ClutterFixed dx1, dx2, dy1, dy2, del;
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dx1 = v[1].x - v[3].x;
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dx2 = v[2].x - v[3].x;
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dy1 = v[1].y - v[3].y;
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dy2 = v[2].y - v[3].y;
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del = DET2X (dx1,dx2, dy1,dy2);
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if (!del)
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return FALSE;
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/*
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* The division here needs to be done in floating point for
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* precisions reasons.
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*/
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RQ[0][2] = FP2FX (FX2FP (DET2X (px,dx2, py,dy2) / FX2FP (del)));
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RQ[1][2] = FP2FX (FX2FP (DET2X (dx1,px, dy1,py) / FX2FP (del)));
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RQ[1][2] = CFX_DIV (DET2X(dx1,px, dy1,py), del);
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RQ[2][2] = CFX_ONE;
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RQ[0][0] = v[1].x - v[0].x + CFX_QMUL (RQ[0][2], v[1].x);
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RQ[1][0] = v[2].x - v[0].x + CFX_QMUL (RQ[1][2], v[2].x);
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RQ[2][0] = v[0].x;
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RQ[0][1] = v[1].y - v[0].y + CFX_QMUL (RQ[0][2], v[1].y);
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RQ[1][1] = v[2].y - v[0].y + CFX_QMUL (RQ[1][2], v[2].y);
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RQ[2][1] = v[0].y;
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}
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/*
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* Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
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* square. Since our rectangle is based at 0,0 we only need to scale.
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*/
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RQ[0][0] /= du;
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RQ[1][0] /= dv;
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RQ[0][1] /= du;
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RQ[1][1] /= dv;
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RQ[0][2] /= du;
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RQ[1][2] /= dv;
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/*
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* Now RQ is transform from uv rectangle to xy quadrilateral; we need an
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* inverse of that.
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*/
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ST[0][0] = DET2X(RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
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ST[1][0] = DET2X(RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
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ST[2][0] = DET2X(RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
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ST[0][1] = DET2X(RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
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ST[1][1] = DET2X(RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
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ST[2][1] = DET2X(RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
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ST[0][2] = DET2X(RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
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ST[1][2] = DET2X(RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
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ST[2][2] = DET2X(RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
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/*
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* Check the resutling martix is OK.
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*/
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det = CFX_QMUL (RQ[0][0], ST[0][0]) + CFX_QMUL (RQ[0][1], ST[0][1]) +
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CFX_QMUL (RQ[0][2], ST[0][2]);
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if (!det)
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return FALSE;
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/*
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* Now transform our point with the ST matrix; the notional w coordiance
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* is 1, hence the last part is simply added.
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*/
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xi = CLUTTER_UNITS_TO_DEVICE (x);
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yi = CLUTTER_UNITS_TO_DEVICE (y);
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xf = xi*ST[0][0] + yi*ST[1][0] + ST[2][0];
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yf = xi*ST[0][1] + yi*ST[1][1] + ST[2][1];
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wf = xi*ST[0][2] + yi*ST[1][2] + ST[2][2];
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/*
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* The division needs to be done in floating point for precission reasons.
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*/
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*x_out = CLUTTER_UNITS_FROM_FLOAT (FX2FP (xf) / FX2FP (wf));
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*y_out = CLUTTER_UNITS_FROM_FLOAT (FX2FP (yf) / FX2FP (wf));
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#undef FP2FX
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#undef FX2FP
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#undef FP2INT
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#undef DET2X
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return TRUE;
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}
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/*
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/*
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* ClutterGeometry
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* ClutterGeometry
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*/
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*/
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@ -4097,7 +4280,7 @@ gboolean clutter_actor_apply_shader (ClutterActor *self,
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ShaderData *shader_data;
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ShaderData *shader_data;
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
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g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
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actor_priv = self->priv;
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actor_priv = self->priv;
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shader_data = actor_priv->shader_data;
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shader_data = actor_priv->shader_data;
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@ -4143,7 +4326,7 @@ clutter_actor_shader_pre_paint (ClutterActor *actor,
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ClutterMainContext *context;
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ClutterMainContext *context;
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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actor_priv = actor->priv;
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actor_priv = actor->priv;
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shader_data = actor_priv->shader_data;
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shader_data = actor_priv->shader_data;
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@ -4175,7 +4358,7 @@ clutter_actor_shader_post_paint (ClutterActor *actor)
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ClutterMainContext *context;
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ClutterMainContext *context;
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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actor_priv = actor->priv;
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actor_priv = actor->priv;
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shader_data = actor_priv->shader_data;
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shader_data = actor_priv->shader_data;
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@ -4211,7 +4394,7 @@ clutter_actor_set_shader_param (ClutterActor *actor,
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BoxedFloat *box;
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BoxedFloat *box;
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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actor_priv = actor->priv;
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actor_priv = actor->priv;
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shader_data = actor_priv->shader_data;
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shader_data = actor_priv->shader_data;
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@ -4222,3 +4405,5 @@ clutter_actor_set_shader_param (ClutterActor *actor,
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box->value = value;
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box->value = value;
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g_hash_table_insert (shader_data->float1f_hash, g_strdup (param), box);
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g_hash_table_insert (shader_data->float1f_hash, g_strdup (param), box);
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}
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}
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#undef M
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@ -415,6 +415,12 @@ void clutter_actor_get_anchor_pointu (ClutterActor *se
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void clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
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void clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
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ClutterGravity gravity);
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ClutterGravity gravity);
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gboolean clutter_actor_transform_stage_point (ClutterActor *self,
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ClutterUnit x,
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ClutterUnit y,
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ClutterUnit *x_out,
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ClutterUnit *y_out);
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G_END_DECLS
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G_END_DECLS
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#endif /* _HAVE_CLUTTER_ACTOR_H */
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#endif /* _HAVE_CLUTTER_ACTOR_H */
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@ -2,12 +2,13 @@ noinst_PROGRAMS = test-textures test-events test-offscreen test-scale \
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test-actors test-behave test-text test-entry test-project \
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test-actors test-behave test-text test-entry test-project \
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test-perspective test-rotate test-depth \
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test-perspective test-rotate test-depth \
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test-threads test-timeline test-score test-script \
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test-threads test-timeline test-score test-script \
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test-model test-grab test-effects test-fullscreen test-shader
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test-model test-grab test-effects test-fullscreen \
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test-shader test-unproject
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INCLUDES = -I$(top_srcdir)/
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INCLUDES = -I$(top_srcdir)/
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LDADD = $(top_builddir)/clutter/libclutter-@CLUTTER_FLAVOUR@-@CLUTTER_MAJORMINOR@.la
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LDADD = $(top_builddir)/clutter/libclutter-@CLUTTER_FLAVOUR@-@CLUTTER_MAJORMINOR@.la
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AM_CFLAGS = $(CLUTTER_CFLAGS)
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AM_CFLAGS = $(CLUTTER_CFLAGS)
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AM_LDFLAGS = $(CLUTTER_LIBS)
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AM_LDFLAGS = $(CLUTTER_LIBS)
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test_textures_SOURCES = test-textures.c
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test_textures_SOURCES = test-textures.c
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test_events_SOURCES = test-events.c
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test_events_SOURCES = test-events.c
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@ -15,10 +16,11 @@ test_offscreen_SOURCES = test-offscreen.c
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test_scale_SOURCES = test-scale.c
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test_scale_SOURCES = test-scale.c
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test_actors_SOURCES = test-actors.c
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test_actors_SOURCES = test-actors.c
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test_grab_SOURCES = test-grab.c
|
test_grab_SOURCES = test-grab.c
|
||||||
test_behave_SOURCES = test-behave.c
|
test_behave_SOURCES = test-behave.c
|
||||||
test_text_SOURCES = test-text.c
|
test_text_SOURCES = test-text.c
|
||||||
test_entry_SOURCES = test-entry.c
|
test_entry_SOURCES = test-entry.c
|
||||||
test_project_SOURCES = test-project.c
|
test_project_SOURCES = test-project.c
|
||||||
|
test_unproject_SOURCES = test-unproject.c
|
||||||
test_perspective_SOURCES = test-perspective.c
|
test_perspective_SOURCES = test-perspective.c
|
||||||
test_rotate_SOURCES = test-rotate.c
|
test_rotate_SOURCES = test-rotate.c
|
||||||
test_depth_SOURCES = test-depth.c
|
test_depth_SOURCES = test-depth.c
|
||||||
|
147
tests/test-unproject.c
Normal file
147
tests/test-unproject.c
Normal file
@ -0,0 +1,147 @@
|
|||||||
|
#include <clutter/clutter.h>
|
||||||
|
#include <stdio.h>
|
||||||
|
#include <stdlib.h>
|
||||||
|
|
||||||
|
ClutterActor *label;
|
||||||
|
|
||||||
|
#define RECT_L 200
|
||||||
|
#define RECT_T 150
|
||||||
|
#define RECT_W 320
|
||||||
|
#define RECT_H 240
|
||||||
|
|
||||||
|
void
|
||||||
|
on_event (ClutterStage *stage,
|
||||||
|
ClutterEvent *event,
|
||||||
|
gpointer user_data)
|
||||||
|
{
|
||||||
|
static ClutterActor * dragging = NULL;
|
||||||
|
|
||||||
|
switch (event->type)
|
||||||
|
{
|
||||||
|
case CLUTTER_BUTTON_PRESS:
|
||||||
|
{
|
||||||
|
gint x, y;
|
||||||
|
ClutterActor * actor;
|
||||||
|
ClutterUnit xu2, yu2;
|
||||||
|
|
||||||
|
clutter_event_get_coords (event, &x, &y);
|
||||||
|
|
||||||
|
actor = clutter_stage_get_actor_at_pos (stage, x, y);
|
||||||
|
|
||||||
|
|
||||||
|
if (clutter_actor_transform_stage_point (actor,
|
||||||
|
CLUTTER_UNITS_FROM_DEVICE (x),
|
||||||
|
CLUTTER_UNITS_FROM_DEVICE (y),
|
||||||
|
&xu2, &yu2))
|
||||||
|
{
|
||||||
|
gchar *txt;
|
||||||
|
|
||||||
|
if (actor != stage)
|
||||||
|
txt = g_strdup_printf ("Click on rectangle\n"
|
||||||
|
"Screen coords: [%d, %d]\n"
|
||||||
|
"Local coords : [%d, %d]",
|
||||||
|
x, y,
|
||||||
|
CLUTTER_UNITS_TO_DEVICE (xu2),
|
||||||
|
CLUTTER_UNITS_TO_DEVICE (yu2));
|
||||||
|
else
|
||||||
|
txt = g_strdup_printf ("Click on stage\n"
|
||||||
|
"Screen coords: [%d, %d]\n"
|
||||||
|
"Local coords : [%d, %d]",
|
||||||
|
x, y,
|
||||||
|
CLUTTER_UNITS_TO_DEVICE (xu2),
|
||||||
|
CLUTTER_UNITS_TO_DEVICE (yu2));
|
||||||
|
|
||||||
|
clutter_label_set_text (CLUTTER_LABEL (label), txt);
|
||||||
|
g_free (txt);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
clutter_label_set_text (CLUTTER_LABEL (label),
|
||||||
|
"Unprojection failed.");
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
int
|
||||||
|
main (int argc, char *argv[])
|
||||||
|
{
|
||||||
|
gchar *txt;
|
||||||
|
ClutterActor *rect, *stage, *label0;
|
||||||
|
int i, rotate_x = 0, rotate_y = 60, rotate_z = 0;
|
||||||
|
ClutterColor stage_clr = { 0x0, 0x0, 0x0, 0xff },
|
||||||
|
white = { 0xff, 0xff, 0xff, 0xff },
|
||||||
|
blue = { 0, 0xff, 0xff, 0xff };
|
||||||
|
|
||||||
|
for (i = 0; i < argc; ++i)
|
||||||
|
{
|
||||||
|
if (!strncmp (argv[i], "--rotate-x", 10))
|
||||||
|
{
|
||||||
|
rotate_x = atoi (argv[i] + 11);
|
||||||
|
}
|
||||||
|
else if (!strncmp (argv[i], "--rotate-y", 10))
|
||||||
|
{
|
||||||
|
rotate_y = atoi (argv[i] + 11);
|
||||||
|
}
|
||||||
|
else if (!strncmp (argv[i], "--rotate-z", 10))
|
||||||
|
{
|
||||||
|
rotate_z = atoi (argv[i] + 11);
|
||||||
|
}
|
||||||
|
else if (!strncmp (argv[i], "--help", 6))
|
||||||
|
{
|
||||||
|
printf ("%s [--rotage-x=degrees] [--rotage-y=degrees] "
|
||||||
|
"[--rotage-z=degrees]\n",
|
||||||
|
argv[0]);
|
||||||
|
|
||||||
|
exit (0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
clutter_init (&argc, &argv);
|
||||||
|
|
||||||
|
stage = clutter_stage_get_default ();
|
||||||
|
|
||||||
|
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_clr);
|
||||||
|
clutter_actor_set_size (stage, 640, 480);
|
||||||
|
|
||||||
|
rect = clutter_rectangle_new_with_color (&white);
|
||||||
|
clutter_actor_set_size (rect, RECT_W, RECT_H);
|
||||||
|
clutter_actor_set_position (rect, RECT_L, RECT_T);
|
||||||
|
clutter_actor_set_rotation (rect, CLUTTER_X_AXIS, rotate_x, 0, 0, 0);
|
||||||
|
clutter_actor_set_rotation (rect, CLUTTER_Y_AXIS, rotate_y, 0, 0, 0);
|
||||||
|
clutter_actor_set_rotation (rect, CLUTTER_Z_AXIS, rotate_z, 0, 0, 0);
|
||||||
|
clutter_group_add (CLUTTER_GROUP (stage), rect);
|
||||||
|
|
||||||
|
txt = g_strdup_printf ("Rectangle: L %d, R %d, T %d, B %d\n"
|
||||||
|
"Rotation : x %d, y %d, z %d",
|
||||||
|
RECT_L, RECT_L + RECT_W,
|
||||||
|
RECT_T, RECT_T + RECT_H,
|
||||||
|
rotate_x, rotate_y, rotate_z);
|
||||||
|
|
||||||
|
label0 = clutter_label_new_with_text ("Mono 8pt", txt);
|
||||||
|
clutter_label_set_color (CLUTTER_LABEL (label0), &white);
|
||||||
|
|
||||||
|
clutter_actor_set_position (label0, 10, 10);
|
||||||
|
clutter_group_add (CLUTTER_GROUP (stage), label0);
|
||||||
|
|
||||||
|
g_free (txt);
|
||||||
|
|
||||||
|
label =
|
||||||
|
clutter_label_new_with_text ("Mono 8pt", "Click around!");
|
||||||
|
|
||||||
|
clutter_label_set_color (CLUTTER_LABEL (label), &blue);
|
||||||
|
|
||||||
|
clutter_actor_set_position (label, 10, 50);
|
||||||
|
clutter_group_add (CLUTTER_GROUP (stage), label);
|
||||||
|
|
||||||
|
clutter_actor_show_all (stage);
|
||||||
|
|
||||||
|
g_signal_connect (stage, "event", G_CALLBACK (on_event), NULL);
|
||||||
|
|
||||||
|
clutter_main();
|
||||||
|
|
||||||
|
return EXIT_SUCCESS;
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user