]> Emmanuele Bassi
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2009, 2010 Intel Corporation This document is distributed under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. A copy of this license can be found in the file COPYING included with the source code of this program. The Clutter Cookbook for Clutter &apiversion;
Preface The Perl Cookbook Let me show you that easy way, so others may easily follow. There is a wonderful simile in the preface of the Perl Cookbook: approaching a programming problem is oftentimes similar to balancing Columbus's egg. The initial difficulties of dealing with, and more importantly solving, problems in the computer programming field sometimes can only be overcome if somebody shows you how to use a new tool. This is true for programming languages but also for programming libraries. This book has been written to try and give you a reference on how to solve common issues that you might have to face when using the Clutter toolkit. This book is not meant to be a replacement for the API reference, even though there will be descriptions of how Clutter works and how its API looks like. We will require knowledge of the Clutter API, but we will also point out where to find more information on the API that examples have used. Indeed, this book should be used as a companion to the API reference, expanding the examples and showing how to achieve a specific result. This is not a book for learning Clutter. This is also not a book for learning C, or GObject or even GUI development. Above all, this is a book for learning more about Clutter, and about how to use it in the most efficient and easiest way. It is meant to help you move past the basic usage of Clutter. This book is divided into chapters. Each chapter is dedicated to a specific class, like ClutterTexture, or a specific area, like animations. Each chapter starts with a short introduction, followed by different recipes. Each recipe starts with a problem, or a short statement describing what we want to achieve; a solution, containing the source code; and a discussion section, where the code is explained, where alternative approaches might be useful, caveats and references to the Clutter API for furher studying. This book, in the cookbook spirit, can be accessed mostly at random.
About Clutter Clutter is an free and open source software library for creating portable, dynamic, compelling and fast graphical user interfaces. Clutter uses OpenGL (and, optionally, OpenGL ES on mobile and embedded platforms) for rendering the user interface elements, but at the same time it exposes an application program interface that hides the underlying complexity of the OpenGL state machine from the developer. The program interface of Clutter is intended to be easy to use, efficient, flexible and as self-documenting as possible.
About this document This document is available in various formats like HTML, and PDF. The latest version is always available at &docurl;.
Acknowledgments This book has been written taking the inspiration from the Perl Cookbook, authored by Tom Christiansen and Nathan Torkington. Various recipes throughout the book have been written by Elliot Smith.
Where to get Clutter You can obtain Clutter from &appurl;. Clutter is also available on all major GNU/Linux distributions, in various package formats. On OSX, Clutter is available with both Fink and MacPorts. Binaries for Microsoft Windows are also available.
Actors Edmon Gween, actor, on his deathbed An actor's a guy who if you ain't talkin' about him, ain't listening.
Introduction When building a User Interface with Clutter, the visible part of the UI — that is, what is displayed on the screen — is commonly referred to as "the scene graph". Like every graph, a scene graph is composed by nodes. Every node on the Clutter scene graph is an actor. Every actor has a single relationship with the others: it can be the parent of another actor, or a child of another actor. The Stage is an actor that can have children but cannot have any parent. Actors have different attributes: a position, a size, a scale factor, a rotation angle on each axis (relative to a specific center on the normal plane for that axis), an opacity factor. The scene graph is not fixed: it can be changed, not only by adding or removing actors, but also by changing the parent-child relationship: it is possible, for instance, to move an entire section of the scene graph from one parent actor to another.
Knowing when an actor position or size change
Problem You want to know when the position or the size, or both, of an actor change, for instance to update an unrelated actor or some internal state.
Solution You can use the notify signal, detailed with the coordinate or the dimension you want to know has changed: g_signal_connect (actor, "notify::x", G_CALLBACK (on_x_changed), NULL); g_signal_connect (actor, "notify::height", G_CALLBACK (on_height_changed), NULL); g_signal_connect (actor, "notify::depth", G_CALLBACK (on_depth_changed), NULL); If you want to know if any of the coordinates or dimensions of an actor have been changed, except for depth, you can use the allocation-changed signal: g_signal_connect (actor, "allocation-changed", G_CALLBACK (on_allocation_changed), NULL); The signature for the handler of the "notify" signal is: void on_notify (GObject *gobject, GParamSpec *pspec, gpointer user_data); While the signature for the handler of the "allocation-changed" signal is: void on_allocation_changed (ClutterActor *actor, const ClutterActorBox *allocation, ClutterAllocationFlags flags, gpointer user_data);
Discussion Any change the position and size of an actor will cause a change in the allocation of the actor itself. This will update the values of the :x, :y, :width and :height properties as well. The first technique allows a greater deal of granularity, allowing you to know what exactly changed. Inside the callback for the signal you can query the value of the property: void on_x_changed (GObject *gobject, GParamSpec *pspec, gpointer user_data) { gint x_value = 0; /* Round the X coordinate to the nearest pixel */ x_value = floorf (clutter_actor_get_x (CLUTTER_ACTOR (gobject))) + 0.5; g_print ("The new X coordinate is '%d' pixels\n", x_value); } The second technique is more indicated if you want to get notification that any of the positional or dimensional attributes changed, except for the depth: void on_allocation_changed (ClutterActor *actor, const ClutterActorBox *allocation, ClutterAllocationFlags flags, gpointer user_data) { ClutterActor *actor = CLUTTER_ACTOR (gobject); g_print ("The bounding box is now: (%.2f, %.2f) (%.2f x %.2f)\n", clutter_actor_box_get_x (allocation), clutter_actor_box_get_y (allocation), clutter_actor_box_get_width (allocation), clutter_actor_box_get_height (allocation)); } All actors will update these properties when their size or position change. Note that the Stage, on the other hand, will not notify on position changes, so it is not possible to use the :x and :y properties to know that the platform-specific window embedding the stage has been moved — if the platform supports a windowing system. In order to achieve that you will have to use backend-specific API to extract the surface used by the Stage and then platform-specific API to retrieve its coordinates.
Overriding the paint sequence
Problem You want to override the way an actor paints itself without creating a subclass.
Solution You can use the paint signal to invoke a callback that will be executed before the actor's paint implementation: g_signal_connect (actor, "paint", G_CALLBACK (on_paint), NULL); You can paint something after the actor's paint implementation by using the g_signal_connect_after() function instead of g_signal_connect(): g_signal_connect_after (actor, "paint", G_CALLBACK (on_paint_after), NULL); The signature for the handler of the "paint" signal is: void on_paint (ClutterActor *actor, gpointer user_data);
Discussion The paint cycle in Clutter works its way recursively from the Stage through every child. Whenever an Actor is going to be painted it will be positioned in a new frame of reference according to the list of transformations (scaling, rotation and additional traslations). After that, the "paint" signal will be emitted. The "paint" signal is defined as run-last, that is the signal handlers connected to it using g_signal_connetc() will be called first; then the default handler defined by the Actor's sub-class will be called; finally, all the signal handlers connected to the signal using g_signal_connect_after() will be called. This allows pre- and post-default paint handlers, and it also allows completely overriding the way an Actor draws itself by default; for instance: void on_paint (ClutterActor *actor) { do_my_paint (actor); g_signal_stop_emission_by_name (actor, "paint"); } The code above will prevent the default paint implementation of the actor from running.
Events The Tenth Doctor (David Tennant) Crossing into established events is strictly forbidden. Except for cheap tricks.
Introduction Once you have set up a scene on the stage, in order to respond to user interaction you will have to handle events coming from the underlying platform. Events are relayed to actors by Clutter in form of signals; signals are a facility provided by the GObject framework to call functions depending on a unique name. A signal can be thought as a message that an object instance broadcasts to various listener functions. There are various events that Clutter will handle: mostly, they deal with input devices, like a mouse pointer or a keyboard; but they can also come from the windowing system, like the delete-event signal that is emitted when the user closes the window of the stage. Each event has a particular source, that is the actor that received the event. The event handling sequence is divided in two phases: the capture phase, which consists in an emission of the captured-event signal starting from the stage to, following the parent-child relationship, the source of the event; the bubble phase, which consists in an emission of the event signal starting from the the source of the event to, following the parent-child relationship, the stage. At any point during the event emission sequence a handler of either the captured-event or the event signals can stop it, by returning a value of TRUE, which means that the event has been handled. If an event hasn't been handled, FALSE should be returned instead.
Handling key events
Problem You want to respond to key presses on an actor.
Solutions There are two possible solutions: Solution 1: Connect a callback to the actor; inside the callback, manually analyse which key and modifier(s) were pressed and react accordingly. Solution 2: Use an actor's ClutterBindingPool to declaratively assign actions to specific key and modifier combinations. Each solution is covered below.
Solution 1 Connect the key-press-event signal for an actor to a callback; then examine the event in the callback to determine which key and modifiers were pressed. First, connect an actor's key-press-event signal to a callback: g_signal_connect (actor, "key-press-event", G_CALLBACK (_key_press_cb), NULL); Then, in the callback, check which key was pressed and which modifiers were down at the same time. For example, this callback checks for a press on the up arrow key and whether the Shift and/or Control key were down: static void _key_press_cb (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { guint keyval = clutter_event_get_key_symbol (event); if (CLUTTER_Up == keyval) { ClutterModifierType modifiers = clutter_event_get_state (event); switch (modifiers) { case CLUTTER_SHIFT_MASK: g_debug ("Up and shift pressed"); break; case CLUTTER_SHIFT_MASK + CLUTTER_CONTROL_MASK: g_debug ("Up and shift and control pressed"); break; default: g_debug ("Up pressed"); break; } } } Note that Clutter provides a range of key value definitions (like CLUTTER_Up, used above). These are generated from the list in the X.Org source code (replace "XK" with "CLUTTER" in the definitions there to get the CLUTTER equivalents; alternatively, look at the clutter-keysyms.h header file for the list). CLUTTER_SHIFT_MASK, CLUTTER_CONTROL_MASK and other modifiers are defined in the ClutterModifierType enum.
Solution 2 Assign actions to an actor's ClutterBindingPool. A binding pool stores mappings from a key press (either a single key or a key plus modifiers) to actions; an action is simply a callback function with a specific signature. While this approach is trickier to implement, it is more flexible and removes the drudgery of writing branching code to handle different key presses. See the Discussion section for more details. To use this approach with an actor which will receive key press events, first get that actor's binding pool. In the example below, we're using the binding pool for the default ClutterStage: ClutterBindingPool *binding_pool; binding_pool = clutter_binding_pool_get_for_class (CLUTTER_STAGE_GET_CLASS (stage)); Next, install actions into the binding pool. For example, to install an action bound to the up arrow key, which calls the _move_up function when that key is pressed, you would do: clutter_binding_pool_install_action (binding_pool, "move-up", /* identifier */ CLUTTER_Up, /* up arrow pressed */ 0, /* no modifiers pressed */ G_CALLBACK (_move_up), NULL, /* no user data passed */ NULL); Another example, binding up + Shift + Control to an action which calls _move_up_shift_control when activated: clutter_binding_pool_install_action (binding_pool, "move-up-shift-control", CLUTTER_Up, CLUTTER_SHIFT_MASK + CLUTTER_CONTROL_MASK, G_CALLBACK (_move_up_shift_control), NULL, NULL); The function called when an action is activated looks like this (for _move_up): static void _move_up (GObject *instance, const gchar *action_name, guint key_val, ClutterModifierType modifiers, gpointer user_data) { g_debug ("Up pressed"); } Then bind the key-press-event for the actor (in our case, the stage) to a callback: g_signal_connect (stage, "key-press-event", G_CALLBACK (_key_press_cb), NULL); Finally, inside the callback, pass control to the actor's binding pool rather than dissecting the key press event yourself: static gboolean _key_press_cb (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { ClutterBindingPool *pool; pool = clutter_binding_pool_find (G_OBJECT_TYPE_NAME (actor)); return clutter_binding_pool_activate (pool, clutter_event_get_key_symbol (event), clutter_event_get_state (event), G_OBJECT (actor)); } Now, when a key plus modifiers that has been bound to an action is pressed on the actor, the appropriate action is activated.
Discussion
Pros and cons of Solution 1 and Solution 2 Solution 1 is the simplest (in terms of the amount of code you have to write for simple cases), but could quickly turn into a mess if you need many conditions or want to capture many key combinations. Also, if multiple actors need to respond to key press events, you'll need similar event dissection code in each callback. Solution 2 is more complicated to implement, but scales better if you have many different key combinations on multiple actors. The binding pool protects you from the minutiae of detecting which keys were pressed, leaving you to concentrate on the triggered actions instead. This could simplify your control logic. In addition, Solution 2 lets you write a single callback to handle all key press events for all actors. This callback could then use clutter_binding_pool_find (as in the example code) to determine which binding pool to activate (depending on which actor received the key press event). Finally, a binding pool allows you to block and unblock actions. This means you can make the response to a key press event conditional on application state. For example, let's say you wanted the up arrow key to move an actor, but only when the actor is at the bottom of the stage. To implement this, you could disable the up arrow key action in the binding pool initially; then, once the actor reaches the bottom of the stage, enable the up arrow key action again. While this is possible with Solution 1, you would have to implement more of the state management code yourself.
Other useful things to know about key press events A ClutterKeyEvent contains only a single key value, plus possibly one or more modifier keys (like Shift, Control, Alt etc.). There are no functions in the Clutter API which return events for tracking near-simultaneous presses on multiple keys. By default, the stage receives all key events. To make another actor receive key events, use clutter_stage_set_key_focus: /* * stage is a ClutterStage instance; * actor is the ClutterActor instance which should receive key events */ clutter_stage_set_key_focus (stage, actor);
Textures the author of the epigraph a short epigraph
Introduction introduction
Drawing 2D graphics onto a texture
Problem You want to draw 2D graphics inside a Clutter application.
Solution Create a ClutterCairoTexture, then draw onto the Cairo context it wraps using the Cairo API: ClutterActor *texture; cairo_t *cr; guint width, height; width = 800; height = 600; texture = clutter_cairo_texture_new (width, height); cr = clutter_cairo_texture_create (CLUTTER_CAIRO_TEXTURE (texture)); /* * write onto the Cairo context cr using the Cairo API; * see the Cairo API reference for details */ cairo_move_to (cr, 0, 0); cairo_line_to (cr, 800, 600); cairo_stroke (cr); /* does the actual drawing onto the texture */ cairo_destroy (cr); Here's a useful Cairo tutorial if you want to learn more about the Cairo API itself.
Discussion A ClutterCairoTexture is a standard ClutterActor, so it can be added to ClutterContainers (e.g. a ClutterStage or ClutterGroup), animated, resized etc. in the usual ways. Other useful operations: To draw on part of the texture: use clutter_cairo_texture_create_region to retrieve a Cairo context for the region you want to draw on. To clear existing content from a texture: use clutter_cairo_texture_clear. You may need to do this as the texture reuses the same Cairo context each time you call clutter_cairo_texture_create or clutter_cairo_texture_create_region. To resize the Cairo context wrapped by a texture, use clutter_cairo_texture_set_surface_size.
Drawing pages from a PDF onto a ClutterCairoContext Other libraries may provide an API for writing onto a Cairo context; you can make use of these APIs on the exposed Cairo context of a ClutterCairoTexture. For example, you can use the poppler-glib API to display pages from a PopplerDocument inside a Clutter application: /* snipped setup code (as above) */ /* * cast to CLUTTER_CAIRO_TEXTURE, as the functions * used below require that type */ ClutterCairoTexture *cc_texture = CLUTTER_CAIRO_TEXTURE (texture); clutter_cairo_texture_clear (cc_texture); gchar *file_uri = "file:///path/to/file.pdf"; guint page_num = 0; double page_width, page_height; PopplerDocument *doc; PopplerPage *page; GError *error = NULL; doc = poppler_document_new_from_file (file_uri, NULL, &error); page = poppler_document_get_page (doc, page_num); poppler_page_get_size (page, &page_width, &page_height); cr = clutter_cairo_texture_create (cc_texture); /* render the page to the context */ poppler_page_render (page, cr); cairo_destroy (cr); ]]> Note that if the page is larger than the Cairo context, some of it might not be visible. Similarly, if the ClutterCairoTexture is larger than the stage, some of that might not be visible. So you may need to do some work to make the ClutterCairoTexture fit inside the stage properly (e.g. resize the stage), and/or some work to make the PDF page sit inside the Cairo context (e.g. scale the PDF page or put it inside a scrollable actor).
Maintaining the aspect ratio when loading an image into a texture
Problem You want want to load an image into a texture and scale it, while retaining the underlying image's aspect ratio.
Solution Set the texture to keep the aspect ratio of the underlying image (so it doesn't distort when it's scaled); use the actor's request-mode property to set the correct geometry management (see the discussion section); then resize the texture along one dimension (height or width). Now, when an image is loaded into the texture, the image is scaled to fit the set height or width; the other dimension is automatically scaled by the same factor so the image fits the texture:
Discussion The request mode for an actor determines how geometry requisition is performed; in this case, this includes how scaling is applied if you change the actor's width or height. There are two possible values for request-mode: If set to CLUTTER_REQUEST_HEIGHT_FOR_WIDTH (the default), changing the width causes the height to be scaled by the same factor as the width. If set to CLUTTER_REQUEST_WIDTH_FOR_HEIGHT, changing the height causes the width to be scaled by the same factor as the height. In the example above, the texture is set to keep its aspect ratio then fixed to a width of 300 pixels; the request-mode is set to CLUTTER_REQUEST_HEIGHT_FOR_WIDTH. If a standard, photo-sized image in landscape orientation were loaded into it (2848 pixels wide x 2136 high), it would be scaled down to 300 pixels wide; then, its height would be scaled by the same factor as the width (i.e. scaled down to 225 pixels). With request-mode set to CLUTTER_REQUEST_WIDTH_FOR_HEIGHT, you would get the same effect by setting the height first; then, computation of the width for the scaled image would be based on the scaling factor applied to its height instead. You can work out which side of the source image is longest using clutter_texture_base_size() to get its width and height. This can be useful when trying to scale images with different orientations to fit into uniform rows or columns: Note that if you explicitly set the size (both width and height) of a texture with clutter_actor_set_size() (or with clutter_actor_set_width() and clutter_actor_set_height()), any image loaded into the texture is automatically stretched/shrunk to fit the texture. This is the case regardless of any other settings (like whether to keep aspect ratio). Also note that a texture won't try to fit itself inside the bounds of its parent container: so if it's bigger than its container, only part of it may be visible.
Loading image data into a texture
Problem You want to display an image inside a Clutter application.
Solution Create a ClutterTexture directly from an image file: Or create a texture and set its source to an image file:
Discussion Bear the following in mind when loading images into a texture: An image load may fail if: The file does not exist. The image format is unsupported: most of the common bitmap formats (PNG, JPEG, BMP, GIF, TIFF, XPM) are supported, but more exotic ones may not be. Whether you're creating a texture from an image file, or loading an image from a file into an existing texture, you should specify the filesystem path to the file, rather than a URI.
Synchronous vs. asynchronous image loading The code examples above show the simplest approach: loading an image into a texture synchronously. This means that the application waits for each image to be loaded before continuing; which is acceptable in this case, but may not be when loading images into multiple textures. Another approach is to load data into textures asynchronously. This requires some extra set up in your code: Call g_thread_init() (from the GLib library) prior to calling clutter_init(), so that a local thread is used to load the file, rather than the main loop. (Note that this is not necessary if you're using GLib version >= 2.24, since GObject initializes threading with the type system.) Set the texture to load data asynchronously. Connect a callback to the texture's load-finished signal to handle any errors which occur during loading, and/or to do extra work if data loads successfully. The code below shows how to put these together: message); else g_debug ("Image loaded from %s", image_path); } int main (int argc, char *argv[]) { /* initialize GLib's default threading implementation */ g_thread_init (NULL); clutter_init (&argc, &argv); /* ... get stage etc. */ ClutterActor *texture; GError *error = NULL; texture = clutter_texture_new (); /* load data asynchronously */ clutter_texture_set_load_async (CLUTTER_TEXTURE (texture), TRUE); /* connect a callback to the "load-finished" signal */ g_signal_connect (texture, "load-finished", G_CALLBACK (_load_finished_cb), image_path); /* load the image from a file */ clutter_texture_set_from_file (CLUTTER_TEXTURE (texture), image_path, &error); /* ... clutter_main () etc. */ } ]]>
Other ways to load image data into a texture While it's useful to load image data into a texture directly from a file, there are occasions where you may have image data in some other (non-file) format: Various GNOME libraries provide image data in GdkPixbuf structures; clutter-gtk has functions for creating or setting a texture from a GdkPixbuf: gtk_clutter_texture_new_from_pixbuf() and gtk_clutter_texture_set_from_pixbuf() respectively. If you have raw RGB or YUV pixel data, ClutterTexture has clutter_texture_set_from_rgb_data() and clutter_texture_set_from_yuv_data() methods for loading it.
Contributing to this document This document is written in Docbook XML. The source file for this document is located in the subdirectory "doc/cookbook" of the source directory of Clutter.