mirror of
https://github.com/brl/mutter.git
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212c4a0ee8
Big rework of the actor management semantics: now ClutterActor objects behave like GtkObjects - that is they have an initial "floating" reference that gets "sunk" when they are added to a ClutterGroup. This makes a group responsible of de-allocating each actor inside it, so you just have to destroy the group to get every child actor destroyed. Also, now you can do: clutter_group_add (group, clutter_video_texture_new ()); without having to care about reference counting and explicit unreffing. * clutter/clutter-private.h: Add private flags setter and getter macros. * clutter/clutter-actor.h: * clutter/clutter-actor.c: Clean up; inherit from GInitiallyUnowned; add a "visible" property; add the "destroy", "show" and "hide" signals to ClutterActorClass. (clutter_actor_show), (clutter_actor_hide): Refactor a bit; emit the "show" and "hide" signals. (clutter_actor_set_property), (clutter_actor_get_property), (clutter_actor_class_init): Implement the "visible" property; add signals. (clutter_actor_finalize): Do not leak the actor's name, if it is set. (clutter_actor_dispose): Emit the "destroy" signal here. (clutter_actor_init): Sink the initial floating flag if needed. (clutter_actor_destroy): Add a function to explicitely destroy a ClutterActor. (clutter_actor_set_parent), (clutter_actor_get_parent), (clutter_actor_unparent): Make set_parent require a valid parent; add unparent; check on get_parent; ref_sink the actor when setting its parent and unref it when unsetting it. Probably we'll need a function that does reparenting as unparent+set_parent in a single shot. * clutter/clutter-group.h: * clutter/clutter-group.c (clutter_group_dispose), (clutter_group_finalize), (clutter_group_add), (clutter_group_remove): Make the group destroy its children when disposing it; clean up, and use the newly-available clutter_actor_unparent(). * clutter/clutter-stage.h: * clutter/clutter-stage.c (clutter_stage_init): ClutterStage is a top-level actor; clean up. * clutter/clutter-video-texture.h: * clutter/clutter-video-texture.c: Clean up. * examples/super-oh.c: * examples/test.c: * examples/video-player.c: * examples/test-text.c: * examples/video-cube.c: Remove the g_object_unref() call, as the ClutterStage object is destroyed on clutter_main_quit().
382 lines
9.7 KiB
C
382 lines
9.7 KiB
C
#include <clutter/clutter.h>
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#define SEEK_H 20
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#define SEEK_W 690
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typedef struct VideoApp
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{
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ClutterActor *vtexture;
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ClutterActor *control, *control_bg, *control_play, *control_pause,
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*control_seek1, *control_seek2, *control_seekbar, *control_label;
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gboolean controls_showing, paused;
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guint controls_timeout;
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ClutterTimeline *controls_tl, *effect1_tl;
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}
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VideoApp;
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static void
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show_controls (VideoApp *app, gboolean vis);
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void
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control_tl_cb (ClutterTimeline *timeline,
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gint frame_num,
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VideoApp *app)
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{
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guint8 opacity;
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clutter_group_show_all (CLUTTER_GROUP (app->control));
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clutter_actor_hide (app->paused ? app->control_pause : app->control_play);
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clutter_actor_show (app->paused ? app->control_play : app->control_pause);
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opacity = ( frame_num * 0xde ) / clutter_timeline_get_n_frames(timeline);
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if (!app->controls_showing)
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opacity = 0xde - opacity;
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clutter_actor_set_opacity (app->control, opacity);
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}
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void
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control_tl_complete_cb (ClutterTimeline *timeline,
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VideoApp *app)
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{
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if (!app->controls_showing)
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clutter_group_hide_all (CLUTTER_GROUP (app->control));
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app->controls_timeout = 0;
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}
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static gboolean
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controls_timeout_cb (VideoApp *app)
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{
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show_controls (app, FALSE);
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return FALSE;
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}
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static void
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show_controls (VideoApp *app, gboolean vis)
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{
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if (clutter_timeline_is_playing (app->controls_tl))
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return;
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if (vis == TRUE && app->controls_showing == FALSE)
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{
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app->controls_showing = TRUE;
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clutter_timeline_start (app->controls_tl);
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app->controls_timeout = g_timeout_add (5 * 1000,
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(GSourceFunc)controls_timeout_cb,
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app);
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return;
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}
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if (vis == TRUE && app->controls_showing == TRUE)
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{
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if (app->controls_timeout)
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{
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g_source_remove (app->controls_timeout);
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app->controls_timeout
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= g_timeout_add (5 * 1000,
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(GSourceFunc)controls_timeout_cb,
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app);
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}
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return;
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}
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if (vis == FALSE && app->controls_showing == TRUE)
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{
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app->controls_showing = FALSE;
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clutter_timeline_start (app->controls_tl);
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return;
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}
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}
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void
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toggle_pause_state (VideoApp *app)
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{
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if (app->paused)
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{
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clutter_media_set_playing (CLUTTER_MEDIA(app->vtexture),
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TRUE);
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app->paused = FALSE;
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clutter_actor_hide (app->control_play);
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clutter_actor_show (app->control_pause);
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}
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else
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{
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clutter_media_set_playing (CLUTTER_MEDIA(app->vtexture),
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FALSE);
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app->paused = TRUE;
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clutter_actor_hide (app->control_pause);
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clutter_actor_show (app->control_play);
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}
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}
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void
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input_cb (ClutterStage *stage,
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ClutterEvent *event,
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gpointer user_data)
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{
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VideoApp *app = (VideoApp*)user_data;
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switch (event->type)
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{
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case CLUTTER_MOTION:
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show_controls (app, TRUE);
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break;
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case CLUTTER_BUTTON_PRESS:
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if (app->controls_showing)
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{
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ClutterActor *actor;
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ClutterButtonEvent *bev = (ClutterButtonEvent *) event;
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actor
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= clutter_stage_get_actor_at_pos
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(CLUTTER_STAGE(clutter_stage_get_default()),
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bev->x, bev->y);
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if (actor == app->control_pause || actor == app->control_play)
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{
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toggle_pause_state (app);
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return;
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}
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if (actor == app->control_seek1
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|| actor == app->control_seek2
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|| actor == app->control_seekbar)
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{
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gint x, y, dist, pos;
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clutter_actor_get_abs_position (app->control_seekbar, &x, &y);
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dist = bev->x - x;
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CLAMP(dist, 0, SEEK_W);
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pos = (dist * clutter_media_get_duration
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(CLUTTER_MEDIA(app->vtexture))) / SEEK_W;
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clutter_media_set_position (CLUTTER_MEDIA(app->vtexture),
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pos);
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}
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}
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break;
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case CLUTTER_KEY_RELEASE:
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{
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ClutterKeyEvent* kev = (ClutterKeyEvent *) event;
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switch (clutter_key_event_symbol (kev))
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{
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case CLUTTER_q:
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case CLUTTER_Escape:
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clutter_main_quit ();
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break;
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case CLUTTER_e:
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if (!clutter_timeline_is_playing (app->effect1_tl))
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clutter_timeline_start (app->effect1_tl);
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break;
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default:
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toggle_pause_state (app);
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break;
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}
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}
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default:
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break;
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}
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}
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void
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size_change (ClutterTexture *texture,
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gint width,
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gint height,
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gpointer user_data)
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{
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ClutterActor *stage;
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ClutterGeometry stage_geom;
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gint vid_width, vid_height, new_y, new_height;
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clutter_texture_get_base_size (texture, &vid_width, &vid_height);
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new_height = ( vid_height * CLUTTER_STAGE_WIDTH() ) / vid_width;
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new_y = ( (gint)CLUTTER_STAGE_HEIGHT() - new_height) / 2;
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clutter_actor_set_position (CLUTTER_ACTOR (texture), 0, new_y);
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clutter_actor_set_size (CLUTTER_ACTOR (texture),
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CLUTTER_STAGE_WIDTH(),
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new_height);
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}
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void
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tick (GObject *object,
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GParamSpec *pspec,
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VideoApp *app)
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{
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ClutterVideoTexture *vtex;
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gint w, h, position, duration, seek_w;
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gchar buf[256];
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vtex = CLUTTER_VIDEO_TEXTURE(object);
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position = clutter_media_get_position (CLUTTER_MEDIA(vtex));
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duration = clutter_media_get_duration (CLUTTER_MEDIA(vtex));
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if (duration == 0 || position == 0)
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return;
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clutter_actor_set_size (app->control_seekbar,
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(position * SEEK_W) / duration,
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SEEK_H);
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}
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int
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effect1_tl_cb (ClutterTimeline *timeline,
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gint frame_num,
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VideoApp *app)
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{
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clutter_actor_rotate_y (app->vtexture,
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frame_num * 12,
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CLUTTER_STAGE_WIDTH()/2,
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0);
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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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VideoApp *app = NULL;
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ClutterActor *stage;
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ClutterColor stage_color = { 0x00, 0x00, 0x00, 0x00 };
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ClutterColor control_color1 = { 73, 74, 77, 0xee };
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ClutterColor control_color2 = { 0xcc, 0xcc, 0xcc, 0xff };
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GdkPixbuf *pixb;
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gint x,y;
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if (argc < 2)
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g_error("%s <video file>", argv[0]);
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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g_object_set (stage, "fullscreen", TRUE, NULL);
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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app = g_new0(VideoApp, 1);
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app->vtexture = clutter_video_texture_new ();
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if (app->vtexture == NULL)
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{
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g_error("failed to create vtexture");
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}
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/* Dont let the underlying pixbuf dictate size */
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g_object_set (G_OBJECT(app->vtexture), "sync-size", FALSE, NULL);
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/* Handle it ourselves so can scale up for fullscreen better */
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g_signal_connect (CLUTTER_TEXTURE(app->vtexture),
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"size-change",
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G_CALLBACK (size_change), NULL);
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/* Load up out video texture */
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clutter_media_set_filename(CLUTTER_MEDIA(app->vtexture), argv[1]);
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/* Create the control UI */
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app->control = clutter_group_new ();
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pixb = gdk_pixbuf_new_from_file ("vid-panel.png", NULL);
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if (pixb == NULL)
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g_error("Unable to load vid-panel.png");
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app->control_bg = clutter_texture_new_from_pixbuf (pixb);
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pixb = gdk_pixbuf_new_from_file("media-actions-start.png", NULL);
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if (pixb == NULL)
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g_error("Unable to load media-actions-start.png");
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app->control_play = clutter_texture_new_from_pixbuf (pixb);
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pixb = gdk_pixbuf_new_from_file("media-actions-pause.png", NULL);
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if (pixb == NULL)
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g_error("Unable to load media-actions-pause.png");
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app->control_pause = clutter_texture_new_from_pixbuf (pixb);
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app->control_seek1 = clutter_rectangle_new_with_color (&control_color1);
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app->control_seek2 = clutter_rectangle_new_with_color (&control_color2);
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app->control_seekbar = clutter_rectangle_new_with_color (&control_color1);
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clutter_actor_set_opacity (app->control_seekbar, 0x99);
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app->control_label
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= clutter_label_new_with_text("Sans Bold 24",
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g_path_get_basename(argv[1]));
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clutter_label_set_color (CLUTTER_LABEL(app->control_label), &control_color1);
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clutter_group_add_many (CLUTTER_GROUP (app->control),
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app->control_bg,
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app->control_play,
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app->control_pause,
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app->control_seek1,
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app->control_seek2,
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app->control_seekbar,
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app->control_label,
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NULL);
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x = (CLUTTER_STAGE_WIDTH() - clutter_actor_get_width(app->control))/2;
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y = CLUTTER_STAGE_HEIGHT() - (CLUTTER_STAGE_HEIGHT()/3);
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clutter_actor_set_position (app->control, x, y);
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clutter_actor_set_opacity (app->control, 0xee);
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clutter_actor_set_position (app->control_play, 30, 30);
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clutter_actor_set_position (app->control_pause, 30, 30);
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clutter_actor_set_size (app->control_seek1, SEEK_W+10, SEEK_H+10);
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clutter_actor_set_position (app->control_seek1, 200, 100);
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clutter_actor_set_size (app->control_seek2, SEEK_W, SEEK_H);
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clutter_actor_set_position (app->control_seek2, 205, 105);
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clutter_actor_set_size (app->control_seekbar, 0, SEEK_H);
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clutter_actor_set_position (app->control_seekbar, 205, 105);
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clutter_actor_set_position (app->control_label, 200, 40);
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/* Add control UI to stage */
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clutter_group_add_many (CLUTTER_GROUP (stage),
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app->vtexture, app->control, NULL);
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/* hook up a time line for fading controls */
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app->controls_tl = clutter_timeline_new (10, 30);
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g_signal_connect (app->controls_tl, "new-frame",
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G_CALLBACK (control_tl_cb), app);
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g_signal_connect (app->controls_tl, "completed",
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G_CALLBACK (control_tl_complete_cb), app);
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app->effect1_tl = clutter_timeline_new (30, 90);
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g_signal_connect (app->effect1_tl, "new-frame",
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G_CALLBACK (effect1_tl_cb), app);
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/* Hook up other events */
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g_signal_connect (stage, "input-event",
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G_CALLBACK (input_cb),
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app);
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g_signal_connect (CLUTTER_MEDIA(app->vtexture),
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"notify::position",
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G_CALLBACK (tick),
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app);
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clutter_media_set_playing (CLUTTER_MEDIA(app->vtexture), TRUE);
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clutter_group_show_all (CLUTTER_GROUP (stage));
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clutter_main();
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return 0;
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}
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