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0b4899ef23
The build for interactive tests creates symbolic links for the data under tests/data; it also uses symbolic links for creating "binaries" for each interactive test. This is less than ideal, though. Instead, the tests should build a path to the data files by using a pre-processor define like TESTS_DATADIR; both g_build_filename() and pre-processor string concatenation can be used to generate a valid file name with the full path to the files. The build system should also create wrapper scripts, just like we do inside the conformance test suite, to be able to launch single tests.
329 lines
7.9 KiB
C
329 lines
7.9 KiB
C
#include <gmodule.h>
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#include <clutter/clutter.h>
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#if defined (_MSC_VER) && !defined (_USE_MATH_DEFINES)
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#define _USE_MATH_DEFINES
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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 NHANDS 6
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typedef struct SuperOH
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{
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ClutterActor **hand, *bgtex;
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ClutterActor *real_hand;
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ClutterActor *group;
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ClutterActor *stage;
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gint stage_width;
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gint stage_height;
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gfloat radius;
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ClutterBehaviour *scaler_1;
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ClutterBehaviour *scaler_2;
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ClutterTimeline *timeline;
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gboolean *paint_guards;
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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 gboolean
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on_button_press_event (ClutterActor *actor,
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ClutterEvent *event,
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SuperOH *oh)
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{
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gfloat x, y;
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clutter_event_get_coords (event, &x, &y);
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g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n",
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clutter_event_get_button (event),
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x, y);
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clutter_actor_hide (actor);
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return TRUE;
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}
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static gboolean
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input_cb (ClutterActor *stage,
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ClutterEvent *event,
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gpointer data)
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{
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SuperOH *oh = data;
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if (event->type == CLUTTER_KEY_RELEASE)
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{
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g_print ("*** key press event (key:%c) ***\n",
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clutter_event_get_key_symbol (event));
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if (clutter_event_get_key_symbol (event) == CLUTTER_q)
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{
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clutter_main_quit ();
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return TRUE;
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}
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else if (clutter_event_get_key_symbol (event) == CLUTTER_r)
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{
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gint i;
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for (i = 0; i < n_hands; i++)
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clutter_actor_show (oh->hand[i]);
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return TRUE;
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}
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}
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return FALSE;
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}
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/* Timeline handler */
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static void
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frame_cb (ClutterTimeline *timeline,
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gint msecs,
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gpointer data)
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{
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SuperOH *oh = data;
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gint i;
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float rotation = clutter_timeline_get_progress (timeline) * 360.0f;
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/* Rotate everything clockwise about stage center*/
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clutter_actor_set_rotation (oh->group,
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CLUTTER_Z_AXIS,
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rotation,
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oh->stage_width / 2,
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oh->stage_height / 2,
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0);
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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 - to get this we need
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* to take into account any scaling.
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*/
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clutter_actor_set_rotation (oh->hand[i],
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CLUTTER_Z_AXIS,
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-6.0 * rotation,
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0, 0, 0);
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}
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}
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static gdouble
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my_sine_wave (ClutterAlpha *alpha,
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gpointer dummy G_GNUC_UNUSED)
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{
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ClutterTimeline *timeline = clutter_alpha_get_timeline (alpha);
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gdouble progress = clutter_timeline_get_progress (timeline);
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return sin (progress * G_PI);
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}
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static void
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hand_pre_paint (ClutterActor *actor,
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gpointer user_data)
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{
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SuperOH *oh = user_data;
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gfloat w, h;
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int actor_num;
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for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++)
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;
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g_assert (oh->paint_guards[actor_num] == FALSE);
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clutter_actor_get_size (actor, &w, &h);
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cogl_set_source_color4ub (255, 0, 0, 128);
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cogl_rectangle (0, 0, w / 2, h / 2);
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oh->paint_guards[actor_num] = TRUE;
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}
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static void
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hand_post_paint (ClutterActor *actor,
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gpointer user_data)
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{
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SuperOH *oh = user_data;
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gfloat w, h;
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int actor_num;
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for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++)
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;
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g_assert (oh->paint_guards[actor_num] == TRUE);
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clutter_actor_get_size (actor, &w, &h);
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cogl_set_source_color4ub (0, 255, 0, 128);
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cogl_rectangle (w / 2, h / 2, w, h);
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oh->paint_guards[actor_num] = FALSE;
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}
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G_MODULE_EXPORT int
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test_paint_wrapper_main (int argc, char *argv[])
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{
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ClutterAlpha *alpha;
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ClutterActor *stage;
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ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
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SuperOH *oh;
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gint i;
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GError *error;
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ClutterActor *real_hand;
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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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return EXIT_FAILURE;
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}
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stage = clutter_stage_get_default ();
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clutter_actor_set_size (stage, 800, 600);
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Paint Test");
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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oh = g_new(SuperOH, 1);
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oh->stage = stage;
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/* Create a timeline to manage animation */
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oh->timeline = clutter_timeline_new (6000);
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clutter_timeline_set_loop (oh->timeline, TRUE);
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/* fire a callback for frame change */
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g_signal_connect (oh->timeline, "new-frame", G_CALLBACK (frame_cb), oh);
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/* Set up some behaviours to handle scaling */
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alpha = clutter_alpha_new_with_func (oh->timeline, my_sine_wave, NULL, NULL);
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oh->scaler_1 = clutter_behaviour_scale_new (alpha, 0.5, 0.5, 1.0, 1.0);
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oh->scaler_2 = clutter_behaviour_scale_new (alpha, 1.0, 1.0, 0.5, 0.5);
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real_hand = clutter_texture_new_from_file (TESTS_DATADIR
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G_DIR_SEPARATOR_S
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"redhand.png",
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&error);
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if (real_hand == NULL)
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{
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g_error ("image load failed: %s", error->message);
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return EXIT_FAILURE;
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}
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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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oh->stage_width = clutter_actor_get_width (stage);
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oh->stage_height = clutter_actor_get_height (stage);
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oh->radius = (oh->stage_width + oh->stage_height)
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/ 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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if (i == 0)
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oh->hand[i] = real_hand;
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else
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oh->hand[i] = clutter_clone_new (real_hand);
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clutter_actor_set_reactive (oh->hand[i], TRUE);
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clutter_actor_set_size (oh->hand[i], 200, 213);
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/* Place around a circle */
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w = clutter_actor_get_width (oh->hand[i]);
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h = clutter_actor_get_height (oh->hand[i]);
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x = oh->stage_width / 2
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+ oh->radius
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* cos (i * G_PI / (n_hands / 2))
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- w / 2;
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y = oh->stage_height / 2
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+ oh->radius
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* sin (i * G_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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clutter_actor_move_anchor_point_from_gravity (oh->hand[i],
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CLUTTER_GRAVITY_CENTER);
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g_signal_connect (oh->hand[i], "button-press-event",
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G_CALLBACK (on_button_press_event),
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oh);
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/* paint something before each hand */
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g_signal_connect (oh->hand[i],
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"paint", G_CALLBACK (hand_pre_paint),
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oh);
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/* paint something after each hand */
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g_signal_connect_after (oh->hand[i],
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"paint", G_CALLBACK (hand_post_paint),
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oh);
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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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if (i % 2)
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clutter_behaviour_apply (oh->scaler_1, oh->hand[i]);
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else
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clutter_behaviour_apply (oh->scaler_2, oh->hand[i]);
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}
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oh->paint_guards = g_malloc0 (sizeof (gboolean) * n_hands);
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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 (stage);
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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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/* and start it */
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clutter_timeline_start (oh->timeline);
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clutter_main ();
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g_object_unref (oh->scaler_1);
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g_object_unref (oh->scaler_2);
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g_object_unref (oh->timeline);
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g_free (oh->paint_guards);
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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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