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abef73bb58
The former is not yet "officially" deprecated by the latter, but it's confusing to have them both in the code base.
164 lines
5.2 KiB
C
164 lines
5.2 KiB
C
#include <stdlib.h>
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#include <clutter/clutter.h>
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static gchar *source = NULL;
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static gchar *target = NULL;
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static guint duration = 1000;
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static GOptionEntry entries[] = {
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{
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"source", 's',
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0,
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G_OPTION_ARG_FILENAME, &source,
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"The source image of the cross-fade", "FILE"
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},
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{
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"target", 't',
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0,
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G_OPTION_ARG_FILENAME, &target,
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"The target image of the cross-fade", "FILE"
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},
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{
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"duration", 'd',
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0,
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G_OPTION_ARG_INT, &duration,
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"The duration of the cross-fade, in milliseconds", "MSECS"
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},
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{ NULL }
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};
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static void
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_update_progress_cb (ClutterTimeline *timeline,
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guint elapsed_msecs,
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ClutterTexture *texture)
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{
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CoglHandle material = clutter_texture_get_cogl_material (texture);
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if (material == COGL_INVALID_HANDLE)
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return;
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/* You should assume that a material can only be modified once, after
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* its creation; if you need to modify it later you should use a copy
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* instead. Cogl makes copying materials reasonably cheap
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*/
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CoglHandle copy = cogl_material_copy (material);
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gdouble progress = clutter_timeline_get_progress (timeline);
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/* Create the constant color to be used when combining the two
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* material layers; we use a black color with an alpha component
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* depending on the current progress of the timeline
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*/
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CoglColor constant;
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cogl_color_init_from_4ub (&constant, 0x00, 0x00, 0x00, 0xff * progress);
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/* This sets the value of the constant color we use when combining
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* the two layers
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*/
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cogl_material_set_layer_combine_constant (copy, 1, &constant);
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/* The Texture now owns the material */
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clutter_texture_set_cogl_material (texture, copy);
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cogl_handle_unref (copy);
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clutter_actor_queue_redraw (CLUTTER_ACTOR (texture));
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}
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static CoglHandle
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load_cogl_texture (const char *type,
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const char *file)
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{
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GError *error = NULL;
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CoglHandle retval = cogl_texture_new_from_file (file,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY,
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&error);
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if (error != NULL)
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{
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g_print ("Unable to load %s image: %s\n", type, error->message);
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g_error_free (error);
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exit (EXIT_FAILURE);
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}
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return retval;
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}
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static int
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print_usage_and_exit (const char *exec_name,
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int exit_code)
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{
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g_print ("Usage: %s -s <source> -t <target> [-d <duration>]\n", exec_name);
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return exit_code;
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}
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int
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main (int argc, char *argv[])
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{
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clutter_init_with_args (&argc, &argv,
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" - Crossfade", entries,
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NULL,
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NULL);
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if (source == NULL || target == NULL)
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return print_usage_and_exit (argv[0], EXIT_FAILURE);
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/* Load the source and target images using Cogl, because we need
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* to combine them into the same ClutterTexture.
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*/
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CoglHandle texture_1 = load_cogl_texture ("source", source);
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CoglHandle texture_2 = load_cogl_texture ("target", target);
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/* Create a new Cogl material holding the two textures inside two
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* separate layers.
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*/
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CoglHandle material = cogl_material_new ();
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cogl_material_set_layer (material, 1, texture_1);
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cogl_material_set_layer (material, 0, texture_2);
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/* Set the layer combination description for the second layer; the
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* default for Cogl is to simply multiply the layer with the
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* precendent one. In this case we interpolate the color for each
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* pixel between the pixel value of the previous layer and the
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* current one, using the alpha component of a constant color as
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* the interpolation factor.
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*/
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cogl_material_set_layer_combine (material, 1,
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"RGBA = INTERPOLATE (PREVIOUS, "
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"TEXTURE, "
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"CONSTANT[A])",
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NULL);
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/* The material now owns the two textures */
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cogl_handle_unref (texture_1);
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cogl_handle_unref (texture_2);
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/* Create a Texture and place it in the middle of the stage; then
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* assign the material we created earlier to the Texture for painting
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* it
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*/
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ClutterActor *stage = clutter_stage_get_default ();
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clutter_stage_set_title (CLUTTER_STAGE (stage), "cross-fade");
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clutter_actor_set_size (stage, 400, 300);
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clutter_actor_show (stage);
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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ClutterActor *texture = clutter_texture_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture);
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clutter_texture_set_cogl_material (CLUTTER_TEXTURE (texture), material);
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clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
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clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
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cogl_handle_unref (material);
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/* The timeline will drive the cross-fading */
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ClutterTimeline *timeline = clutter_timeline_new (duration);
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g_signal_connect (timeline, "new-frame", G_CALLBACK (_update_progress_cb), texture);
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clutter_timeline_start (timeline);
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clutter_main ();
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g_object_unref (timeline);
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return EXIT_SUCCESS;
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}
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