#include #include #include #include "gtk-clutter.h" #define TRAILS 0 #define NHANDS 2 #define WINWIDTH 800 #define WINHEIGHT 800 #define RADIUS 250 typedef struct SuperOH { ClutterActor *hand[NHANDS], *bgtex; ClutterGroup *group; GdkPixbuf *bgpixb; } SuperOH; gboolean fade = FALSE; /* input handler */ void input_cb (ClutterStage *stage, ClutterEvent *event, gpointer data) { SuperOH *oh = (SuperOH *)data; if (event->type == CLUTTER_BUTTON_PRESS) { ClutterButtonEvent *bev = (ClutterButtonEvent *) event; ClutterActor *e; g_print ("*** button press event (button:%d) ***\n", bev->button); e = clutter_stage_get_actor_at_pos (stage, clutter_button_event_x (event), clutter_button_event_y (event)); if (e) clutter_actor_hide(e); } else if (event->type == CLUTTER_KEY_PRESS) { ClutterKeyEvent *kev = (ClutterKeyEvent *) event; g_print ("*** key press event (key:%c) ***\n", clutter_key_event_symbol (kev)); if (clutter_key_event_symbol (kev) == CLUTTER_q) clutter_main_quit (); } } /* Timeline handler */ void frame_cb (ClutterTimeline *timeline, gint frame_num, gpointer data) { SuperOH *oh = (SuperOH *)data; ClutterActor *stage = clutter_stage_get_default (); gint i; #if TRAILS oh->bgpixb = clutter_stage_snapshot (CLUTTER_STAGE (stage), 0, 0, WINWIDTH, WINHEIGHT); clutter_texture_set_pixbuf (CLUTTER_TEXTURE (oh->bgtex), oh->bgpixb); g_object_unref (G_OBJECT (oh->bgpixb)); g_object_unref (stage); #endif /* Rotate everything clockwise about stage center*/ clutter_actor_rotate_z (CLUTTER_ACTOR(oh->group), frame_num, WINWIDTH/2, WINHEIGHT/2); for (i = 0; i < NHANDS; i++) { /* rotate each hand around there centers */ clutter_actor_rotate_z (oh->hand[i], - 6.0 * frame_num, clutter_actor_get_width (oh->hand[i])/2, clutter_actor_get_height (oh->hand[i])/2); if (fade == TRUE) { clutter_actor_set_opacity (oh->hand[i], (255 - (frame_num % 255))); } } /* clutter_actor_rotate_x (CLUTTER_ACTOR(oh->group), 75.0, WINHEIGHT/2, 0); */ } static void clickity (GtkButton *button, gpointer ud) { fade = !fade; } int main (int argc, char *argv[]) { ClutterTimeline *timeline; ClutterActor *stage; ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff }; GtkWidget *window, *clutter; GtkWidget *label, *button, *vbox; GdkPixbuf *pixbuf; SuperOH *oh; gint i; clutter_init (&argc, &argv); gtk_init (&argc, &argv); pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL); if (!pixbuf) g_error("pixbuf load failed"); window = gtk_window_new (GTK_WINDOW_TOPLEVEL); g_signal_connect (window, "destroy", G_CALLBACK (gtk_main_quit), NULL); vbox = gtk_vbox_new (FALSE, 6); gtk_container_add (GTK_CONTAINER (window), vbox); clutter = g_object_new (GTK_TYPE_CLUTTER, NULL); stage = gtk_clutter_get_stage (GTK_CLUTTER (clutter)); gtk_container_add (GTK_CONTAINER (vbox), clutter); /* Set our stage size */ /* clutter_actor_set_size (stage, WINWIDTH, WINHEIGHT); */ label = gtk_label_new ("This is a label"); gtk_box_pack_start (GTK_BOX (vbox), label, FALSE, FALSE, 0); button = gtk_button_new_with_label ("This is a button...clicky"); g_signal_connect (button, "clicked", G_CALLBACK (clickity), NULL); gtk_box_pack_start (GTK_BOX (vbox), button, FALSE, FALSE, 0); /* and its background color */ clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); oh = g_new(SuperOH, 1); #if TRAILS oh->bgtex = clutter_texture_new(); clutter_actor_set_size (oh->bgtex, WINWIDTH, WINHEIGHT); clutter_actor_set_opacity (oh->bgtex, 0x99); clutter_group_add (CLUTTER_GROUP (stage), oh->bgtex); #endif /* create a new group to hold multiple actors in a group */ oh->group = clutter_group_new(); for (i = 0; i < NHANDS; i++) { gint x, y, w, h; ClutterColor colour = { 255, 0, 0, 255 }; #if 1 /* Create a texture from pixbuf, then clone in to same resources */ if (i == 0) oh->hand[i] = clutter_texture_new_from_pixbuf (pixbuf); else oh->hand[i] = clutter_clone_texture_new (CLUTTER_TEXTURE(oh->hand[0])); #else oh->hand[i] = clutter_rectangle_new_with_color (&colour); clutter_actor_set_size (oh->hand[i], 50, 50); #endif /* Place around a circle */ w = clutter_actor_get_width (oh->hand[0]); h = clutter_actor_get_height (oh->hand[0]); x = WINWIDTH/2 + RADIUS * cos (i * M_PI / (NHANDS/2)) - w/2; y = WINHEIGHT/2 + RADIUS * sin (i * M_PI / (NHANDS/2)) - h/2; clutter_actor_set_position (oh->hand[i], x, y); /* Add to our group group */ clutter_group_add (oh->group, oh->hand[i]); } /* Add the group to the stage */ clutter_group_add (CLUTTER_GROUP (stage), CLUTTER_ACTOR(oh->group)); /* Show everying ( and map window ) */ clutter_group_show_all (oh->group); g_signal_connect (stage, "button-press-event", G_CALLBACK (input_cb), oh); g_signal_connect (stage, "key-release-event", G_CALLBACK (input_cb), oh); gtk_widget_show_all (window); /* 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 */ /* fire a callback for frame change */ g_signal_connect(timeline, "new-frame", G_CALLBACK (frame_cb), oh); /* and start it */ clutter_timeline_start (timeline); gtk_main(); return 0; }