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3c2defee9d
* 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.
286 lines
6.7 KiB
C
286 lines
6.7 KiB
C
#include <clutter/clutter.h>
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#ifdef CLUTTER_FLAVOUR_GLX
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#include <clutter/clutter-glx.h>
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#endif
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#include <math.h>
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#include <errno.h>
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#include <stdlib.h>
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#include <glib.h>
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#define TRAILS 0
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#define NHANDS 6
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#define RADIUS ((CLUTTER_STAGE_WIDTH()+CLUTTER_STAGE_HEIGHT())/NHANDS)
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typedef struct SuperOH
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{
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ClutterActor **hand, *bgtex;
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ClutterActor *group;
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GdkPixbuf *bgpixb;
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} SuperOH;
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static gint n_hands = NHANDS;
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static GOptionEntry super_oh_entries[] = {
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{
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"num-hands", 'n',
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0,
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G_OPTION_ARG_INT, &n_hands,
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"Number of hands", "HANDS"
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},
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{ NULL }
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};
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static gint
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get_radius (void)
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{
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return (CLUTTER_STAGE_WIDTH() + CLUTTER_STAGE_HEIGHT()) / n_hands;
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}
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void
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screensaver_setup (void)
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{
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#ifdef CLUTTER_FLAVOUR_GLX
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const gchar *preview_xid;
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gboolean foreign_success = FALSE;
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ClutterActor *stage;
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stage = clutter_stage_get_default ();
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preview_xid = g_getenv ("XSCREENSAVER_WINDOW");
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if (preview_xid && *preview_xid)
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{
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char *end;
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Window remote_xwin = (Window) strtoul (preview_xid, &end, 0);
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if ((remote_xwin != None) && (end != NULL) &&
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((*end == ' ') || (*end == '\0')) &&
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((remote_xwin < G_MAXULONG) || (errno != ERANGE)))
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{
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foreign_success =
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clutter_glx_stage_set_foreign (CLUTTER_STAGE (stage), remote_xwin);
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}
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}
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if (!foreign_success)
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clutter_actor_set_size (stage, 800, 600);
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#endif
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}
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/* input handler */
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void
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input_cb (ClutterStage *stage,
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ClutterEvent *event,
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gpointer data)
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{
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SuperOH *oh = (SuperOH *)data;
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if (event->type == CLUTTER_BUTTON_PRESS)
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{
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ClutterButtonEvent *button_event;
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ClutterActor *e;
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gint x, y;
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clutter_event_get_coords (event, &x, &y);
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button_event = (ClutterButtonEvent *) event;
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g_print ("*** button press event (button:%d) ***\n",
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button_event->button);
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e = clutter_stage_get_actor_at_pos (stage, x, y);
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if (e)
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clutter_actor_hide (e);
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}
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else if (event->type == CLUTTER_KEY_RELEASE)
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{
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ClutterKeyEvent *kev = (ClutterKeyEvent *) event;
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g_print ("*** key press event (key:%c) ***\n",
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clutter_key_event_symbol (kev));
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if (clutter_key_event_symbol (kev) == CLUTTER_q)
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clutter_main_quit ();
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}
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}
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/* Timeline handler */
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void
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frame_cb (ClutterTimeline *timeline,
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gint frame_num,
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gpointer data)
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{
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SuperOH *oh = (SuperOH *)data;
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ClutterActor *stage = clutter_stage_get_default ();
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gint i;
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#if TRAILS
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oh->bgpixb = clutter_stage_snapshot (CLUTTER_STAGE (stage),
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0, 0,
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CLUTTER_STAGE_WIDTH(),
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CLUTTER_STAGE_HEIGHT());
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clutter_texture_set_pixbuf (CLUTTER_TEXTURE (oh->bgtex), oh->bgpixb);
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g_object_unref (G_OBJECT (oh->bgpixb));
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#endif
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/* Rotate everything clockwise about stage center*/
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clutter_actor_rotate_z (CLUTTER_ACTOR (oh->group),
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frame_num,
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CLUTTER_STAGE_WIDTH() / 2,
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CLUTTER_STAGE_HEIGHT() / 2);
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for (i = 0; i < n_hands; i++)
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{
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/* rotate each hand around there centers */
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clutter_actor_rotate_z (oh->hand[i],
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- 6.0 * frame_num,
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clutter_actor_get_width (oh->hand[i]) / 2,
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clutter_actor_get_height (oh->hand[i]) / 2);
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}
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/*
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clutter_actor_rotate_x (CLUTTER_ACTOR(oh->group),
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75.0,
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CLUTTER_STAGE_HEIGHT()/2, 0);
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*/
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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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ClutterTimeline *timeline;
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ClutterActor *stage;
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ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
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GdkPixbuf *pixbuf;
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SuperOH *oh;
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gint i;
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GError *error;
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error = NULL;
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clutter_init_with_args (&argc, &argv,
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NULL,
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super_oh_entries,
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NULL,
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&error);
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if (error)
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{
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g_warning ("Unable to initialise Clutter:\n%s",
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error->message);
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g_error_free (error);
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exit (1);
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}
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stage = clutter_stage_get_default ();
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pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL);
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if (!pixbuf)
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g_error("pixbuf load failed");
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/* Set our stage (window) size */
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// clutter_actor_set_size (stage, WINWIDTH, WINHEIGHT);
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/* and its background color */
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screensaver_setup ();
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clutter_stage_set_color (CLUTTER_STAGE (stage),
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&stage_color);
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oh = g_new(SuperOH, 1);
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#if TRAILS
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oh->bgtex = clutter_texture_new();
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clutter_actor_set_size (oh->bgtex,
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CLUTTER_STAGE_WIDTH(), CLUTTER_STAGE_HEIGHT());
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clutter_actor_set_opacity (oh->bgtex, 0x99);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), oh->bgtex);
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#endif
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/* create a new group to hold multiple actors in a group */
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oh->group = clutter_group_new();
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oh->hand = g_new (ClutterActor*, n_hands);
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for (i = 0; i < n_hands; i++)
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{
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gint x, y, w, h;
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gint radius = get_radius ();
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/* Create a texture from pixbuf, then clone in to same resources */
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if (i == 0)
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oh->hand[i] = clutter_texture_new_from_pixbuf (pixbuf);
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else
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oh->hand[i] = clutter_clone_texture_new (CLUTTER_TEXTURE(oh->hand[0]));
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/* Place around a circle */
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w = clutter_actor_get_width (oh->hand[0]);
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h = clutter_actor_get_height (oh->hand[0]);
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x = CLUTTER_STAGE_WIDTH () / 2
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+ radius
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* cos (i * M_PI / (n_hands / 2))
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- w / 2;
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y = CLUTTER_STAGE_HEIGHT () / 2
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+ radius
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* sin (i * M_PI / (n_hands / 2))
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- h / 2;
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clutter_actor_set_position (oh->hand[i], x, y);
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/* Add to our group group */
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clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
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}
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#if 0
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{
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clutter_actor_set_scale (oh->group, .1, 0.1);
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guint w, h;
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clutter_actor_get_abs_size (CLUTTER_ACTOR(oh->hand[0]), &w, &h);
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g_print ("%ix%i\n", w, h);
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g_print ("%ix%i\n",
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clutter_actor_get_width(oh->hand[0]),
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clutter_actor_get_height(oh->hand[0]));
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}
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#endif
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clutter_actor_show_all (oh->group);
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/* Add the group to the stage */
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clutter_container_add_actor (CLUTTER_CONTAINER (stage),
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CLUTTER_ACTOR (oh->group));
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/* Show everying ( and map window ) */
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clutter_actor_show_all (stage);
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g_signal_connect (stage, "button-press-event",
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G_CALLBACK (input_cb),
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oh);
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g_signal_connect (stage, "key-release-event",
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G_CALLBACK (input_cb),
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oh);
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/* Create a timeline to manage animation */
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timeline = clutter_timeline_new (360, 90); /* num frames, fps */
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g_object_set(timeline, "loop", TRUE, 0); /* have it loop */
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/* fire a callback for frame change */
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g_signal_connect (timeline, "new-frame",
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G_CALLBACK (frame_cb), oh);
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/* and start it */
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clutter_timeline_start (timeline);
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clutter_main();
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g_free (oh->hand);
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g_free (oh);
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return 0;
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}
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