mirror of
https://github.com/brl/mutter.git
synced 2024-11-24 17:10:40 -05:00
77ec8774a0
Revert all the work that happened on the master branch.
Sadly, this is the only way to merge the current development branch back
into master.
It is now abundantly clear that I merged the 1.99 branch far too soon,
and that Clutter 2.0 won't happen any time soon, if at all.
Since having the development happen on a separate branch throws a lot of
people into confusion, let's undo the clutter-1.99 → master merge, and
move back the development of Clutter to the master branch.
In order to do so, we need to do some surgery to the Git repository.
First, we do a massive revert in a single commit of all that happened
since the switch to 1.99 and the API version bump done with the
89a2862b05
commit. The history is too long
to be reverted commit by commit without being extremely messy.
163 lines
4.3 KiB
C
163 lines
4.3 KiB
C
/*
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* Simple scribble application: move mouse over the dark yellow
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* rectangle to draw brighter yellow lines
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*/
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#include <clutter/clutter.h>
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static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };
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static const ClutterColor actor_color = { 0xaa, 0x99, 0x00, 0xff };
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typedef struct {
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ClutterPath *path;
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CoglPath *cogl_path;
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} Context;
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static void
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_convert_clutter_path_node_to_cogl_path (const ClutterPathNode *node,
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gpointer data)
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{
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ClutterKnot knot;
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g_return_if_fail (node != NULL);
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switch (node->type)
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{
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case CLUTTER_PATH_MOVE_TO:
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knot = node->points[0];
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cogl_path_move_to (knot.x, knot.y);
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g_debug ("move to %d, %d", knot.x, knot.y);
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break;
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case CLUTTER_PATH_LINE_TO:
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knot = node->points[0];
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cogl_path_line_to (knot.x, knot.y);
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g_debug ("line to %d, %d", knot.x, knot.y);
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break;
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default:
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break;
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}
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}
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static void
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_canvas_paint_cb (ClutterActor *actor,
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gpointer user_data)
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{
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Context *context = (Context *)user_data;
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cogl_set_source_color4ub (255, 255, 0, 255);
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cogl_set_path (context->cogl_path);
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clutter_path_foreach (context->path, _convert_clutter_path_node_to_cogl_path, NULL);
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cogl_path_stroke_preserve ();
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clutter_path_clear (context->path);
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context->cogl_path = cogl_get_path ();
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g_signal_stop_emission_by_name (actor, "paint");
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}
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static gboolean
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_pointer_motion_cb (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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ClutterMotionEvent *motion_event = (ClutterMotionEvent *)event;
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Context *context = (Context *)user_data;
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gfloat x, y;
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clutter_actor_transform_stage_point (actor, motion_event->x, motion_event->y, &x, &y);
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g_debug ("motion; x %f, y %f", x, y);
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clutter_path_add_line_to (context->path, x, y);
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clutter_actor_queue_redraw (actor);
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return TRUE;
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}
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static gboolean
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_pointer_enter_cb (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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ClutterCrossingEvent *cross_event = (ClutterCrossingEvent *)event;
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Context *context = (Context *)user_data;
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gfloat x, y;
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clutter_actor_transform_stage_point (actor, cross_event->x, cross_event->y, &x, &y);
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g_debug ("enter; x %f, y %f", x, y);
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clutter_path_add_move_to (context->path, x, y);
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clutter_actor_queue_redraw (actor);
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return TRUE;
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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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Context *context = g_new0 (Context, 1);
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ClutterActor *stage;
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ClutterActor *rect;
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ClutterActor *canvas;
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if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
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return 1;
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context->path = clutter_path_new ();
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cogl_path_new ();
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context->cogl_path = cogl_get_path ();
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stage = clutter_stage_new ();
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clutter_actor_set_size (stage, 400, 400);
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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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rect = clutter_rectangle_new_with_color (&actor_color);
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clutter_actor_set_size (rect, 300, 300);
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clutter_actor_add_constraint (rect, clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
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clutter_actor_add_constraint (rect, clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
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canvas = clutter_texture_new ();
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clutter_actor_set_size (canvas, 300, 300);
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clutter_actor_add_constraint (canvas, clutter_align_constraint_new (rect, CLUTTER_ALIGN_X_AXIS, 0.0));
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clutter_actor_add_constraint (canvas, clutter_align_constraint_new (rect, CLUTTER_ALIGN_Y_AXIS, 0.0));
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clutter_actor_set_reactive (canvas, TRUE);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), canvas);
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clutter_actor_raise_top (canvas);
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g_signal_connect (canvas,
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"motion-event",
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G_CALLBACK (_pointer_motion_cb),
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context);
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g_signal_connect (canvas,
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"enter-event",
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G_CALLBACK (_pointer_enter_cb),
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context);
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g_signal_connect (canvas,
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"paint",
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G_CALLBACK (_canvas_paint_cb),
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context);
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clutter_actor_show (stage);
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clutter_main ();
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g_object_unref (context->path);
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g_free (context);
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return 0;
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}
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