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027e1a717f
We don't have a tests/data directory any more since the test suites reorganization; the cookbook examples, though, rely on the existence of the redhand.png image. In order to fix them, we copy the file in the examples directory, and we reference it directly. Since we need it for the examples, and we install the example code, it's also necessary to add the image to the EXTRA_DIST rule.
137 lines
4.3 KiB
C
137 lines
4.3 KiB
C
#include <stdlib.h>
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#include <clutter/clutter.h>
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#define STAGE_SIDE 400
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#define RECTANGLE_SIDE STAGE_SIDE * 0.5
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#define TEXTURE_SIZE_MAX STAGE_SIDE * 0.9
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#define TEXTURE_SIZE_MIN STAGE_SIDE * 0.1
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#define TEXTURE_SIZE_STEP 0.2
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#define OVERLAY_OPACITY_OFF 0
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#define OVERLAY_OPACITY_ON 100
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static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };
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static const ClutterColor overlay_color = { 0xaa, 0x99, 0x00, 0xff };
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/* change the texture size with +/- */
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static gboolean
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key_press_cb (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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ClutterActor *texture;
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gfloat texture_width, texture_height;
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guint key_pressed;
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texture = CLUTTER_ACTOR (user_data);
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clutter_actor_get_size (texture, &texture_width, &texture_height);
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key_pressed = clutter_event_get_key_symbol (event);
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if (key_pressed == CLUTTER_KEY_plus)
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{
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texture_width *= 1.0 + TEXTURE_SIZE_STEP;
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texture_height *= 1.0 + TEXTURE_SIZE_STEP;
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}
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else if (key_pressed == CLUTTER_KEY_minus)
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{
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texture_width *= 1.0 - TEXTURE_SIZE_STEP;
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texture_height *= 1.0 - TEXTURE_SIZE_STEP;
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}
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if (texture_width <= TEXTURE_SIZE_MAX && texture_width >= TEXTURE_SIZE_MIN)
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clutter_actor_animate (texture, CLUTTER_EASE_OUT_CUBIC, 500,
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"width", texture_width,
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"height", texture_height,
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NULL);
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return TRUE;
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}
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/* turn overlay opacity on/off */
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static void
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click_cb (ClutterClickAction *action,
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ClutterActor *actor,
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gpointer user_data)
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{
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ClutterActor *overlay = CLUTTER_ACTOR (user_data);
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guint8 opacity = clutter_actor_get_opacity (overlay);
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if (opacity < OVERLAY_OPACITY_ON)
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opacity = OVERLAY_OPACITY_ON;
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else
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opacity = OVERLAY_OPACITY_OFF;
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clutter_actor_set_opacity (overlay, opacity);
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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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ClutterActor *stage;
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ClutterActor *texture;
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ClutterActor *overlay;
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ClutterAction *click;
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GError *error = NULL;
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const gchar *filename = "redhand.png";
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if (argc > 1)
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filename = argv[1];
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if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
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return 1;
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stage = clutter_stage_new ();
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clutter_actor_set_size (stage, STAGE_SIDE, STAGE_SIDE);
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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texture = clutter_texture_new ();
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clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture), TRUE);
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clutter_actor_set_reactive (texture, TRUE);
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clutter_actor_set_size (texture, RECTANGLE_SIDE, RECTANGLE_SIDE);
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clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
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clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
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clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
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filename,
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&error);
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if (error != NULL)
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{
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g_warning ("Error loading %s\n%s", filename, error->message);
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g_error_free (error);
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exit (EXIT_FAILURE);
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}
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/* overlay is 10px wider and taller than the texture, and centered on it;
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* initially, it is transparent; but it is made semi-opaque when the
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* texture is clicked
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*/
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overlay = clutter_rectangle_new_with_color (&overlay_color);
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clutter_actor_set_opacity (overlay, OVERLAY_OPACITY_OFF);
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clutter_actor_add_constraint (overlay, clutter_bind_constraint_new (texture, CLUTTER_BIND_WIDTH, 10));
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clutter_actor_add_constraint (overlay, clutter_bind_constraint_new (texture, CLUTTER_BIND_HEIGHT, 10));
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clutter_actor_add_constraint (overlay, clutter_align_constraint_new (texture, CLUTTER_ALIGN_X_AXIS, 0.5));
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clutter_actor_add_constraint (overlay, clutter_align_constraint_new (texture, CLUTTER_ALIGN_Y_AXIS, 0.5));
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click = clutter_click_action_new ();
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clutter_actor_add_action (texture, click);
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clutter_container_add (CLUTTER_CONTAINER (stage), texture, overlay, NULL);
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clutter_actor_raise_top (overlay);
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g_signal_connect (click, "clicked", G_CALLBACK (click_cb), overlay);
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g_signal_connect (stage,
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"key-press-event",
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G_CALLBACK (key_press_cb),
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texture);
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clutter_actor_show (stage);
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clutter_main ();
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return EXIT_SUCCESS;
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}
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