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https://github.com/brl/mutter.git
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abef73bb58
The former is not yet "officially" deprecated by the latter, but it's confusing to have them both in the code base.
111 lines
3.5 KiB
C
111 lines
3.5 KiB
C
#include <stdlib.h>
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#include <clutter/clutter.h>
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/* pixels between the source and its reflection */
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#define V_PADDING 4
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static void
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_clone_paint_cb (ClutterActor *actor)
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{
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ClutterActor *source;
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ClutterActorBox box;
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CoglHandle material;
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gfloat width, height;
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guint8 opacity;
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CoglColor color_1, color_2;
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CoglTextureVertex vertices[4];
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/* if we don't have a source actor, don't paint */
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source = clutter_clone_get_source (CLUTTER_CLONE (actor));
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if (source == NULL)
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goto out;
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/* if the source texture does not have any content, don't paint */
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material = clutter_texture_get_cogl_material (CLUTTER_TEXTURE (source));
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if (material == NULL)
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goto out;
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/* get the size of the reflection */
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clutter_actor_get_allocation_box (actor, &box);
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clutter_actor_box_get_size (&box, &width, &height);
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/* get the composite opacity of the actor */
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opacity = clutter_actor_get_paint_opacity (actor);
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/* figure out the two colors for the reflection: the first is
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* full color and the second is the same, but at 0 opacity
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*/
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cogl_color_init_from_4f (&color_1, 1.0, 1.0, 1.0, opacity / 255.);
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cogl_color_premultiply (&color_1);
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cogl_color_init_from_4f (&color_2, 1.0, 1.0, 1.0, 0.0);
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cogl_color_premultiply (&color_2);
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/* now describe the four vertices of the quad; since it has
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* to be a reflection, we need to invert it as well
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*/
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vertices[0].x = 0; vertices[0].y = 0; vertices[0].z = 0;
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vertices[0].tx = 0.0; vertices[0].ty = 1.0;
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vertices[0].color = color_1;
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vertices[1].x = width; vertices[1].y = 0; vertices[1].z = 0;
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vertices[1].tx = 1.0; vertices[1].ty = 1.0;
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vertices[1].color = color_1;
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vertices[2].x = width; vertices[2].y = height; vertices[2].z = 0;
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vertices[2].tx = 1.0; vertices[2].ty = 0.0;
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vertices[2].color = color_2;
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vertices[3].x = 0; vertices[3].y = height; vertices[3].z = 0;
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vertices[3].tx = 0.0; vertices[3].ty = 0.0;
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vertices[3].color = color_2;
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/* paint the same texture but with a different geometry */
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cogl_set_source (material);
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cogl_polygon (vertices, 4, TRUE);
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out:
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/* prevent the default clone handler from running */
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g_signal_stop_emission_by_name (actor, "paint");
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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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clutter_init (&argc, &argv);
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ClutterActor *stage;
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stage = clutter_stage_new ();
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Reflection");
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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ClutterActor *texture;
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GError *error = NULL;
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texture = clutter_texture_new ();
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clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
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TESTS_DATA_DIR "/redhand.png",
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&error);
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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, 0.2));
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ClutterActor *clone;
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gfloat y_offset = clutter_actor_get_height (texture) + V_PADDING;
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clone = clutter_clone_new (texture);
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clutter_actor_add_constraint (clone, clutter_bind_constraint_new (texture, CLUTTER_BIND_X, 0.0));
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clutter_actor_add_constraint (clone, clutter_bind_constraint_new (texture, CLUTTER_BIND_Y, y_offset));
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g_signal_connect (clone,
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"paint",
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G_CALLBACK (_clone_paint_cb),
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NULL);
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clutter_container_add (CLUTTER_CONTAINER (stage), texture, clone, NULL);
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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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