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The Animatable interface allows object classes to provide and animate properties outside of the usual GObject property introspection API. This change allows ClutterState to defer to the animatable objects the property introspection and animation, just like ClutterAnimation does.
194 lines
6.6 KiB
C
194 lines
6.6 KiB
C
#include <stdlib.h>
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#include <math.h>
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#include <gmodule.h>
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#include <clutter/clutter.h>
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#define STAGE_WIDTH 1024
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#define STAGE_HEIGHT 768
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#define ACTOR_WIDTH 128
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#define ACTOR_HEIGHT 128
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#define COLS (STAGE_WIDTH/ACTOR_WIDTH)
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#define ROWS (STAGE_HEIGHT/ACTOR_HEIGHT)
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#define TOTAL (ROWS*COLS)
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static gboolean press_event (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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ClutterState *state = CLUTTER_STATE (user_data);
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clutter_state_set_state (state, "right");
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return TRUE;
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}
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static gboolean release_event (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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ClutterState *state = CLUTTER_STATE (user_data);
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clutter_state_set_state (state, "active");
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return TRUE;
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}
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static gboolean enter_event (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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ClutterState *state = CLUTTER_STATE (user_data);
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clutter_state_set_state (state, "hover");
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return TRUE;
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}
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static gboolean leave_event (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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ClutterState *state = CLUTTER_STATE (user_data);
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clutter_state_set_state (state, "normal");
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return TRUE;
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}
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static void completed (ClutterState *state,
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gpointer data)
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{
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g_print ("Completed transitioning to state: %s\n",
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clutter_state_get_state (state));
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if (g_str_equal (clutter_state_get_state (state), "right"))
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{
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/* skip straight to left state when reaching right */
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clutter_state_warp_to_state (state, "left");
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}
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}
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static ClutterActor *new_rect (gint r,
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gint g,
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gint b,
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gint a)
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{
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GError *error = NULL;
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ClutterColor *color = clutter_color_new (r, g, b, a);
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ClutterActor *group = clutter_group_new ();
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ClutterActor *rectangle = clutter_rectangle_new_with_color (color);
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ClutterActor *hand = NULL;
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gchar *file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
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hand = clutter_texture_new_from_file (file, &error);
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if (rectangle == NULL)
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g_error ("image load failed: %s", error->message);
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g_free (file);
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clutter_actor_set_size (hand, ACTOR_WIDTH,ACTOR_HEIGHT);
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clutter_actor_set_size (rectangle, ACTOR_WIDTH,ACTOR_HEIGHT);
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clutter_color_free (color);
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clutter_container_add (CLUTTER_CONTAINER (group), rectangle, hand, NULL);
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return group;
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}
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G_MODULE_EXPORT gint
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test_state_main (gint argc,
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gchar **argv)
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{
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ClutterColor black={0,0,0,0xff};
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ClutterActor *stage;
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ClutterState *layout_state;
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gint i;
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if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
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return 1;
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stage = clutter_stage_get_default ();
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layout_state = clutter_state_new ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &black);
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clutter_actor_set_size (stage, STAGE_WIDTH, STAGE_HEIGHT);
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g_signal_connect (stage, "button-press-event",
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G_CALLBACK (press_event), layout_state);
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g_signal_connect (stage, "button-release-event",
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G_CALLBACK (release_event), layout_state);
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for (i=0; i<TOTAL; i++)
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{
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ClutterActor *actor;
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ClutterState *a_state;
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int row = i/COLS;
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int col = i%COLS;
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actor = new_rect (255 * ( 1.0*col/COLS), 50,
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255 * ( 1.0*row/ROWS), 255);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
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clutter_actor_set_position (actor, 320.0, 240.0);
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clutter_actor_set_reactive (actor, TRUE);
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clutter_actor_add_effect_with_name (actor, "fade",
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clutter_desaturate_effect_new (0.0));
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clutter_state_set (layout_state, NULL, "active",
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actor, "delayed::x", CLUTTER_LINEAR,
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ACTOR_WIDTH * 1.0 * ((TOTAL-1-i) % COLS),
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((row*1.0/ROWS))/2, (1.0-(row*1.0/ROWS))/2,
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actor, "delayed::y", CLUTTER_LINEAR,
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ACTOR_HEIGHT * 1.0 * ((TOTAL-1-i) / COLS),
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((row*1.0/ROWS))/2, 0.0,
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actor, "rotation-angle-x", CLUTTER_LINEAR, 0.0,
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actor, "rotation-angle-y", CLUTTER_LINEAR, 0.0,
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NULL);
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clutter_state_set (layout_state, NULL, "right",
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actor, "delayed::x", CLUTTER_LINEAR, STAGE_WIDTH * 1.0,
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((row*1.0/ROWS))/2,
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(1.0-(row*1.0/ROWS))/2,
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actor, "delayed::y", CLUTTER_LINEAR, STAGE_HEIGHT * 1.0,
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((row*1.0/ROWS))/2,
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0.0,
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NULL);
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clutter_state_set (layout_state, NULL, "left",
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actor, "rotation-angle-x", CLUTTER_LINEAR, 45.0,
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actor, "rotation-angle-y", CLUTTER_LINEAR, 5.0,
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actor, "x", CLUTTER_LINEAR, 0-64.0,
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actor, "y", CLUTTER_LINEAR, 0-64.0,
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NULL);
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a_state = clutter_state_new ();
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g_object_set_data_full (G_OBJECT (actor), "hover-state-machine",
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a_state, g_object_unref);
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g_signal_connect (actor, "enter-event",
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G_CALLBACK (enter_event), a_state);
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g_signal_connect (actor, "leave-event",
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G_CALLBACK (leave_event), a_state);
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clutter_state_set (a_state, NULL, "normal",
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actor, "opacity", CLUTTER_LINEAR, 0x77,
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actor, "rotation-angle-z", CLUTTER_LINEAR, 0.0,
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actor, "@effects.fade.factor", CLUTTER_LINEAR, 0.0,
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NULL);
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clutter_state_set (a_state, NULL, "hover",
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actor, "opacity", CLUTTER_LINEAR, 0xff,
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actor, "rotation-angle-z", CLUTTER_LINEAR, 10.0,
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actor, "@effects.fade.factor", CLUTTER_LINEAR, 1.0,
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NULL);
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clutter_actor_set_opacity (actor, 0x77);
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clutter_state_set_duration (a_state, NULL, NULL, 500);
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}
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clutter_state_set_duration (layout_state, NULL, NULL, 1000);
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clutter_state_set_duration (layout_state, "active", "left", 1400);
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g_signal_connect (layout_state, "completed", G_CALLBACK (completed), NULL);
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clutter_actor_show (stage);
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clutter_state_warp_to_state (layout_state, "left");
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clutter_state_set_state (layout_state, "active");
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clutter_main ();
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g_object_unref (layout_state);
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return EXIT_SUCCESS;
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}
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