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5b17b4e41b
Drop some deprecated methods.
302 lines
7.6 KiB
C
302 lines
7.6 KiB
C
#include <clutter/clutter.h>
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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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#include <gmodule.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;
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ClutterActor *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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guint frame_id;
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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 void
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clean_and_quit (ClutterActor *actor,
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SuperOH *oh)
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{
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g_signal_handler_disconnect (oh->timeline, oh->frame_id);
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clutter_main_quit ();
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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_KEY_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_KEY_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 frame_num,
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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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G_MODULE_EXPORT int
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test_actor_clone_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, *tmp;
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ClutterColor clr = { 0xff, 0xff, 0x00, 0xff };
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gchar *file;
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error = NULL;
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if (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) != CLUTTER_INIT_SUCCESS)
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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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oh = g_new (SuperOH, 1);
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oh->stage = stage = clutter_stage_new ();
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clutter_actor_set_background_color (stage, &stage_color);
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clutter_actor_set_size (stage, 800, 600);
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Clone Test");
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g_signal_connect (stage, "destroy", G_CALLBACK (clean_and_quit), oh);
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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_repeat_count (oh->timeline, -1);
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/* fire a callback for frame change */
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oh->frame_id =
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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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file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
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tmp = clutter_texture_new_from_file (file, &error);
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if (tmp == 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 (tmp, 300, 500);
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real_hand = clutter_group_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
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tmp = clutter_rectangle_new_with_color (&clr);
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clutter_actor_set_size (tmp, 100, 100);
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clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
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clutter_actor_set_scale (real_hand, 0.5, 0.5);
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oh->real_hand = real_hand;
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/* Now stick the group we want to clone into another group with a custom
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* opacity to verify that the clones don't traverse this parent when
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* calculating their opacity. */
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tmp = clutter_group_new ();
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clutter_actor_set_opacity (tmp, 0x80);
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clutter_container_add_actor (CLUTTER_CONTAINER (tmp), real_hand);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), tmp);
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/* now hide the group so that we can verify that hidden source actors
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* still get painted by the Clone
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*/
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clutter_actor_hide (real_hand);
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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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/* Create a texture from file, then clone in to same resources */
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oh->hand[i] = clutter_clone_new (real_hand);
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clutter_actor_set_size (oh->hand[i], 200, 213);
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clutter_actor_set_reactive (oh->hand[i], TRUE);
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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 = 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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/* Add to our group group */
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clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
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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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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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/* Add the group to the stage */
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), oh->group);
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/* Show everying */
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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->hand);
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g_free (oh);
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return EXIT_SUCCESS;
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}
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