#include #include #if defined (_MSC_VER) && !defined (_USE_MATH_DEFINES) #define _USE_MATH_DEFINES #endif #include #include #include #include #define TRAILS 0 #define NHANDS 6 #define RADIUS ((CLUTTER_STAGE_WIDTH()+CLUTTER_STAGE_HEIGHT())/NHANDS) typedef struct SuperOH { ClutterActor **hand, *bgtex; ClutterActor *group; gboolean *paint_guards; } 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 gint get_radius (void) { return (CLUTTER_STAGE_HEIGHT() + CLUTTER_STAGE_HEIGHT()) / n_hands ; } /* input handler */ static gboolean input_cb (ClutterStage *stage, ClutterEvent *event, gpointer data) { if (event->type == CLUTTER_BUTTON_PRESS) { ClutterButtonEvent *button_event; ClutterActor *e; gfloat x, y; clutter_event_get_coords (event, &x, &y); button_event = (ClutterButtonEvent *) event; g_print ("*** button press event (button:%d) ***\n", button_event->button); e = clutter_stage_get_actor_at_pos (stage, CLUTTER_PICK_ALL, x, y); if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE (e))) { clutter_actor_hide (e); return TRUE; } } else if (event->type == CLUTTER_KEY_RELEASE) { 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 (); return TRUE; } } return FALSE; } /* Timeline handler */ static void frame_cb (ClutterTimeline *timeline, gint frame_num, gpointer data) { SuperOH *oh = (SuperOH *)data; gint i; /* Rotate everything clockwise about stage center*/ clutter_actor_set_rotation (CLUTTER_ACTOR (oh->group), CLUTTER_Z_AXIS, frame_num, CLUTTER_STAGE_WIDTH () / 2, CLUTTER_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); } } static void hand_pre_paint (ClutterActor *actor, gpointer user_data) { SuperOH *oh = (SuperOH *) user_data; gfloat w, h; int actor_num; for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++); g_assert (oh->paint_guards[actor_num] == FALSE); clutter_actor_get_size (actor, &w, &h); cogl_set_source_color4ub (255, 0, 0, 128); cogl_rectangle (0, 0, w / 2, h / 2); oh->paint_guards[actor_num] = TRUE; } static void hand_post_paint (ClutterActor *actor, gpointer user_data) { SuperOH *oh = (SuperOH *) user_data; gfloat w, h; int actor_num; for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++); g_assert (oh->paint_guards[actor_num] == TRUE); clutter_actor_get_size (actor, &w, &h); cogl_set_source_color4ub (0, 255, 0, 128); cogl_rectangle (w / 2, h / 2, w, h); oh->paint_guards[actor_num] = FALSE; } 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_paint_wrapper_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; error = NULL; clutter_init_with_args (&argc, &argv, NULL, super_oh_entries, NULL, &error); if (error) { g_warning ("Unable to initialise Clutter:\n%s", error->message); g_error_free (error); exit (1); } 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); oh = g_new(SuperOH, 1); /* 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); /* Set up some behaviours to handle scaling */ alpha = clutter_alpha_new_with_func (timeline, my_sine_wave, NULL, NULL); scaler_1 = clutter_behaviour_scale_new (alpha, 0.5, 0.5, 1.0, 1.0); scaler_2 = clutter_behaviour_scale_new (alpha, 1.0, 1.0, 0.5, 0.5); /* create a new group to hold multiple actors in a group */ oh->group = clutter_group_new(); oh->hand = g_new (ClutterActor*, n_hands); for (i = 0; i < n_hands; i++) { gint x, y, w, h; gint radius = get_radius (); /* 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); } } else oh->hand[i] = clutter_clone_new (oh->hand[0]); /* paint something before each hand */ g_signal_connect (oh->hand[i], "paint", G_CALLBACK (hand_pre_paint), oh); /* paint something after each hand */ g_signal_connect_after (oh->hand[i], "paint", G_CALLBACK (hand_post_paint), oh); /* Place around a circle */ w = clutter_actor_get_width (oh->hand[0]); h = clutter_actor_get_height (oh->hand[0]); x = CLUTTER_STAGE_WIDTH () / 2 + radius * cos (i * M_PI / (n_hands / 2)) - w / 2; y = CLUTTER_STAGE_HEIGHT () / 2 + radius * sin (i * M_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]); #if 1 /* FIXME: disabled as causes drift? - see comment above */ if (i % 2) clutter_behaviour_apply (scaler_1, oh->hand[i]); else clutter_behaviour_apply (scaler_2, oh->hand[i]); #endif } oh->paint_guards = g_malloc0 (sizeof (gboolean) * n_hands); /* Add the group to the stage */ clutter_container_add_actor (CLUTTER_CONTAINER (stage), CLUTTER_ACTOR (oh->group)); /* Show everying ( and map window ) */ clutter_actor_show (stage); g_signal_connect (stage, "button-press-event", G_CALLBACK (input_cb), oh); g_signal_connect (stage, "key-release-event", G_CALLBACK (input_cb), oh); /* and start it */ clutter_timeline_start (timeline); clutter_main (); g_free (oh->hand); g_free (oh->paint_guards); g_free (oh); return 0; }