mutter/examples/super-oh.c
Emmanuele Bassi 3c2defee9d 2007-06-07 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-container.[ch]: Add a generic actor container
	interface, for actors to implement without subclassing ClutterGroup.

	* clutter/clutter-group.[ch]: Make ClutterGroup implement the
	ClutterContainer interface, and deprecate the colliding methods.

	* clutter/clutter-layout.[ch]: Add extended layout interface.
	Actors and containers requiring or honouring complex layout
	management should implement this interface and provide at least
	one of the available layout types: width for height, height for
	width, natural size, iterative size request.

	* clutter/clutter-label.c: A ClutterLabel requires height for
	width layout management, so it implements the ClutterLayout
	interface.

	* clutter/Makefile.am: Add new files to the build.

	* tests/*.c:
	* examples/*.c: Update tests and examples code to use the
	new ClutterContainer API instead of ClutterGroup.
2007-06-07 14:41:35 +00:00

286 lines
6.7 KiB
C

#include <clutter/clutter.h>
#ifdef CLUTTER_FLAVOUR_GLX
#include <clutter/clutter-glx.h>
#endif
#include <math.h>
#include <errno.h>
#include <stdlib.h>
#include <glib.h>
#define TRAILS 0
#define NHANDS 6
#define RADIUS ((CLUTTER_STAGE_WIDTH()+CLUTTER_STAGE_HEIGHT())/NHANDS)
typedef struct SuperOH
{
ClutterActor **hand, *bgtex;
ClutterActor *group;
GdkPixbuf *bgpixb;
} 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_WIDTH() + CLUTTER_STAGE_HEIGHT()) / n_hands;
}
void
screensaver_setup (void)
{
#ifdef CLUTTER_FLAVOUR_GLX
const gchar *preview_xid;
gboolean foreign_success = FALSE;
ClutterActor *stage;
stage = clutter_stage_get_default ();
preview_xid = g_getenv ("XSCREENSAVER_WINDOW");
if (preview_xid && *preview_xid)
{
char *end;
Window remote_xwin = (Window) strtoul (preview_xid, &end, 0);
if ((remote_xwin != None) && (end != NULL) &&
((*end == ' ') || (*end == '\0')) &&
((remote_xwin < G_MAXULONG) || (errno != ERANGE)))
{
foreign_success =
clutter_glx_stage_set_foreign (CLUTTER_STAGE (stage), remote_xwin);
}
}
if (!foreign_success)
clutter_actor_set_size (stage, 800, 600);
#endif
}
/* input handler */
void
input_cb (ClutterStage *stage,
ClutterEvent *event,
gpointer data)
{
SuperOH *oh = (SuperOH *)data;
if (event->type == CLUTTER_BUTTON_PRESS)
{
ClutterButtonEvent *button_event;
ClutterActor *e;
gint 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, x, y);
if (e)
clutter_actor_hide (e);
}
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 ();
}
}
/* 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,
CLUTTER_STAGE_WIDTH(),
CLUTTER_STAGE_HEIGHT());
clutter_texture_set_pixbuf (CLUTTER_TEXTURE (oh->bgtex), oh->bgpixb);
g_object_unref (G_OBJECT (oh->bgpixb));
#endif
/* Rotate everything clockwise about stage center*/
clutter_actor_rotate_z (CLUTTER_ACTOR (oh->group),
frame_num,
CLUTTER_STAGE_WIDTH() / 2,
CLUTTER_STAGE_HEIGHT() / 2);
for (i = 0; i < n_hands; 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);
}
/*
clutter_actor_rotate_x (CLUTTER_ACTOR(oh->group),
75.0,
CLUTTER_STAGE_HEIGHT()/2, 0);
*/
}
int
main (int argc, char *argv[])
{
ClutterTimeline *timeline;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
GdkPixbuf *pixbuf;
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 ();
pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL);
if (!pixbuf)
g_error("pixbuf load failed");
/* Set our stage (window) size */
// clutter_actor_set_size (stage, WINWIDTH, WINHEIGHT);
/* and its background color */
screensaver_setup ();
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,
CLUTTER_STAGE_WIDTH(), CLUTTER_STAGE_HEIGHT());
clutter_actor_set_opacity (oh->bgtex, 0x99);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), oh->bgtex);
#endif
/* 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 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]));
/* 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);
/* Add to our group group */
clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
}
#if 0
{
clutter_actor_set_scale (oh->group, .1, 0.1);
guint w, h;
clutter_actor_get_abs_size (CLUTTER_ACTOR(oh->hand[0]), &w, &h);
g_print ("%ix%i\n", w, h);
g_print ("%ix%i\n",
clutter_actor_get_width(oh->hand[0]),
clutter_actor_get_height(oh->hand[0]));
}
#endif
clutter_actor_show_all (oh->group);
/* 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_all (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);
/* Create a timeline to manage animation */
timeline = clutter_timeline_new (360, 90); /* num frames, fps */
g_object_set(timeline, "loop", TRUE, 0); /* 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);
clutter_main();
g_free (oh->hand);
g_free (oh);
return 0;
}