mirror of
https://github.com/brl/mutter.git
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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.
822 lines
22 KiB
C
822 lines
22 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <gmodule.h>
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#include <cogl/cogl.h>
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#include <clutter/clutter.h>
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/* layout actor, by Lucas Rocha */
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#define MY_TYPE_THING (my_thing_get_type ())
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#define MY_THING(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), MY_TYPE_THING, MyThing))
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#define MY_IS_THING(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), MY_TYPE_THING))
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#define MY_THING_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), MY_TYPE_THING, MyThingClass))
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#define MY_IS_THING_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), MY_TYPE_THING))
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#define MY_THING_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), MY_TYPE_THING, MyThingClass))
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typedef struct _MyThing MyThing;
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typedef struct _MyThingPrivate MyThingPrivate;
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typedef struct _MyThingClass MyThingClass;
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struct _MyThing
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{
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ClutterActor parent_instance;
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MyThingPrivate *priv;
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};
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struct _MyThingClass
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{
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ClutterActorClass parent_class;
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};
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enum
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{
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PROP_0,
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PROP_SPACING,
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PROP_PADDING,
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PROP_USE_TRANSFORMED_BOX
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};
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static void clutter_container_iface_init (ClutterContainerIface *iface);
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G_DEFINE_TYPE_WITH_CODE (MyThing,
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my_thing,
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CLUTTER_TYPE_ACTOR,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
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clutter_container_iface_init));
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#define MY_THING_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), MY_TYPE_THING, MyThingPrivate))
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struct _MyThingPrivate
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{
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GList *children;
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gfloat spacing;
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gfloat padding;
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guint use_transformed_box : 1;
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};
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/* Add, remove, foreach, copied from ClutterGroup code. */
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static void
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my_thing_real_add (ClutterContainer *container,
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ClutterActor *actor)
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{
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MyThing *group = MY_THING (container);
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MyThingPrivate *priv = group->priv;
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g_object_ref (actor);
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priv->children = g_list_append (priv->children, actor);
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clutter_actor_set_parent (actor, CLUTTER_ACTOR (group));
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g_signal_emit_by_name (container, "actor-added", actor);
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/* queue relayout to allocate new item */
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clutter_actor_queue_relayout (CLUTTER_ACTOR (group));
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g_object_unref (actor);
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}
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static void
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my_thing_real_remove (ClutterContainer *container,
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ClutterActor *actor)
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{
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MyThing *group = MY_THING (container);
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MyThingPrivate *priv = group->priv;
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g_object_ref (actor);
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priv->children = g_list_remove (priv->children, actor);
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clutter_actor_unparent (actor);
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/* At this point, the actor passed to the "actor-removed" signal
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* handlers is not parented anymore to the container but since we
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* are holding a reference on it, it's still valid
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*/
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g_signal_emit_by_name (container, "actor-removed", actor);
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/* queue relayout to re-allocate children without the
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removed item */
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clutter_actor_queue_relayout (CLUTTER_ACTOR (group));
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g_object_unref (actor);
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}
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static void
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my_thing_real_foreach (ClutterContainer *container,
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ClutterCallback callback,
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gpointer user_data)
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{
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MyThingPrivate *priv = MY_THING (container)->priv;
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GList *l;
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for (l = priv->children; l; l = l->next)
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(* callback) (CLUTTER_ACTOR (l->data), user_data);
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}
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static void
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clutter_container_iface_init (ClutterContainerIface *iface)
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{
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iface->add = my_thing_real_add;
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iface->remove = my_thing_real_remove;
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iface->foreach = my_thing_real_foreach;
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}
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static void
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my_thing_set_property (GObject *gobject,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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MyThingPrivate *priv = MY_THING (gobject)->priv;
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gboolean needs_relayout = TRUE;
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switch (prop_id)
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{
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case PROP_SPACING:
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priv->spacing = g_value_get_float (value);
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break;
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case PROP_PADDING:
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priv->padding = g_value_get_float (value);
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break;
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case PROP_USE_TRANSFORMED_BOX:
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priv->use_transformed_box = g_value_get_boolean (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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needs_relayout = FALSE;
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break;
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}
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/* setting spacing or padding queues a relayout
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because they are supposed to change the internal
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allocation of children */
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if (needs_relayout)
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clutter_actor_queue_relayout (CLUTTER_ACTOR (gobject));
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}
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static void
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my_thing_get_property (GObject *gobject,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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MyThingPrivate *priv = MY_THING (gobject)->priv;
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switch (prop_id)
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{
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case PROP_SPACING:
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g_value_set_float (value, priv->spacing);
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break;
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case PROP_PADDING:
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g_value_set_float (value, priv->padding);
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break;
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case PROP_USE_TRANSFORMED_BOX:
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g_value_set_boolean (value, priv->use_transformed_box);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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my_thing_finalize (GObject *gobject)
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{
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G_OBJECT_CLASS (my_thing_parent_class)->finalize (gobject);
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}
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static void
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my_thing_dispose (GObject *gobject)
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{
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MyThing *self = MY_THING (gobject);
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MyThingPrivate *priv = self->priv;
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if (priv->children)
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{
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g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
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priv->children = NULL;
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}
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G_OBJECT_CLASS (my_thing_parent_class)->dispose (gobject);
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}
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static void
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my_thing_get_preferred_width (ClutterActor *self,
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gfloat for_height,
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gfloat *min_width_p,
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gfloat *natural_width_p)
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{
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MyThingPrivate *priv;
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GList *l;
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gfloat min_left, min_right;
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gfloat natural_left, natural_right;
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priv = MY_THING (self)->priv;
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min_left = 0;
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min_right = 0;
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natural_left = 0;
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natural_right = 0;
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for (l = priv->children; l != NULL; l = l->next)
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{
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ClutterActor *child;
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gfloat child_x, child_min, child_natural;
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child = l->data;
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child_x = clutter_actor_get_x (child);
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clutter_actor_get_preferred_size (child,
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&child_min, NULL,
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&child_natural, NULL);
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if (l == priv->children)
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{
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/* First child */
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min_left = child_x;
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natural_left = child_x;
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min_right = min_left + child_min;
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natural_right = natural_left + child_natural;
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}
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else
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{
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/* Union of extents with previous children */
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if (child_x < min_left)
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min_left = child_x;
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if (child_x < natural_left)
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natural_left = child_x;
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if (child_x + child_min > min_right)
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min_right = child_x + child_min;
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if (child_x + child_natural > natural_right)
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natural_right = child_x + child_natural;
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}
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}
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if (min_left < 0)
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min_left = 0;
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if (natural_left < 0)
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natural_left = 0;
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if (min_right < 0)
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min_right = 0;
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if (natural_right < 0)
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natural_right = 0;
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g_assert (min_right >= min_left);
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g_assert (natural_right >= natural_left);
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if (min_width_p)
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*min_width_p = min_right - min_left;
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if (natural_width_p)
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*natural_width_p = natural_right - min_left;
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}
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static void
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my_thing_get_preferred_height (ClutterActor *self,
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gfloat for_width,
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gfloat *min_height_p,
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gfloat *natural_height_p)
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{
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MyThingPrivate *priv;
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GList *l;
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gfloat min_top, min_bottom;
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gfloat natural_top, natural_bottom;
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priv = MY_THING (self)->priv;
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min_top = 0;
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min_bottom = 0;
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natural_top = 0;
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natural_bottom = 0;
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for (l = priv->children; l != NULL; l = l->next)
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{
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ClutterActor *child;
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gfloat child_y, child_min, child_natural;
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child = l->data;
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child_y = clutter_actor_get_y (child);
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clutter_actor_get_preferred_size (child,
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NULL, &child_min,
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NULL, &child_natural);
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if (l == priv->children)
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{
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/* First child */
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min_top = child_y;
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natural_top = child_y;
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min_bottom = min_top + child_min;
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natural_bottom = natural_top + child_natural;
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}
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else
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{
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/* Union of extents with previous children */
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if (child_y < min_top)
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min_top = child_y;
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if (child_y < natural_top)
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natural_top = child_y;
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if (child_y + child_min > min_bottom)
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min_bottom = child_y + child_min;
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if (child_y + child_natural > natural_bottom)
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natural_bottom = child_y + child_natural;
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}
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}
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if (min_top < 0)
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min_top = 0;
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if (natural_top < 0)
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natural_top = 0;
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if (min_bottom < 0)
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min_bottom = 0;
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if (natural_bottom < 0)
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natural_bottom = 0;
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g_assert (min_bottom >= min_top);
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g_assert (natural_bottom >= natural_top);
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if (min_height_p)
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*min_height_p = min_bottom - min_top;
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if (natural_height_p)
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*natural_height_p = natural_bottom - min_top;
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}
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static void
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my_thing_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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MyThingPrivate *priv;
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gfloat current_x, current_y, max_row_height;
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GList *l;
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/* chain up to set actor->allocation */
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CLUTTER_ACTOR_CLASS (my_thing_parent_class)->allocate (self, box, flags);
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priv = MY_THING (self)->priv;
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current_x = priv->padding;
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current_y = priv->padding;
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max_row_height = 0;
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/* The allocation logic here is to horizontally place children
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* side-by-side and reflow into a new row when we run out of
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* space
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*/
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for (l = priv->children; l != NULL; l = l->next)
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{
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ClutterActor *child;
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gfloat natural_width, natural_height;
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ClutterActorBox child_box;
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child = l->data;
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clutter_actor_get_preferred_size (child,
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NULL, NULL,
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&natural_width, &natural_height);
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/* if it fits in the current row, keep it there; otherwise
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* reflow into another row
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*/
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if (current_x + natural_width > box->x2 - box->x1 - priv->padding)
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{
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current_x = priv->padding;
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current_y += max_row_height + priv->spacing;
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max_row_height = 0;
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}
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child_box.x1 = current_x;
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child_box.y1 = current_y;
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child_box.x2 = child_box.x1 + natural_width;
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child_box.y2 = child_box.y1 + natural_height;
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clutter_actor_allocate (child, &child_box, flags);
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/* if we take into account the transformation of the children
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* then we first check if it's transformed; then we get the
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* onscreen coordinates of the two points of the bounding box
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* of the actor (origin(x, y) and (origin + size)(x,y)) and
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* we update the coordinates and area given to the next child
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*/
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if (priv->use_transformed_box)
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{
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if (clutter_actor_is_scaled (child) ||
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clutter_actor_is_rotated (child))
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{
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ClutterVertex v1 = { 0, }, v2 = { 0, };
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ClutterActorBox transformed_box = { 0, };
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/* origin */
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if (!(flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED))
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{
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v1.x = 0;
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v1.y = 0;
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}
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else
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{
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v1.x = box->x1;
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v1.y = box->y1;
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}
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clutter_actor_apply_transform_to_point (child, &v1, &v2);
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transformed_box.x1 = v2.x;
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transformed_box.y1 = v2.y;
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/* size */
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v1.x = natural_width;
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v1.y = natural_height;
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clutter_actor_apply_transform_to_point (child, &v1, &v2);
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transformed_box.x2 = v2.x;
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transformed_box.y2 = v2.y;
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natural_width = transformed_box.x2 - transformed_box.x1;
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natural_height = transformed_box.y2 - transformed_box.y1;
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}
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}
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/* Record the maximum child height on current row to know
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* what's the increment that should be used for the next
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* row
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*/
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if (natural_height > max_row_height)
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max_row_height = natural_height;
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current_x += natural_width + priv->spacing;
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}
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}
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static void
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my_thing_paint (ClutterActor *actor)
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{
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MyThing *self = MY_THING (actor);
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GList *c;
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cogl_push_matrix();
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/* paint all visible children */
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for (c = self->priv->children;
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c != NULL;
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c = c->next)
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{
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ClutterActor *child = c->data;
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g_assert (child != NULL);
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clutter_actor_paint (child);
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}
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cogl_pop_matrix();
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}
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#define MIN_SIZE 24
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#define MAX_SIZE 64
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static void
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my_thing_class_init (MyThingClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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gobject_class->set_property = my_thing_set_property;
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gobject_class->get_property = my_thing_get_property;
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gobject_class->dispose = my_thing_dispose;
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gobject_class->finalize = my_thing_finalize;
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actor_class->get_preferred_width = my_thing_get_preferred_width;
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actor_class->get_preferred_height = my_thing_get_preferred_height;
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actor_class->allocate = my_thing_allocate;
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actor_class->paint = my_thing_paint;
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g_object_class_install_property (gobject_class,
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PROP_SPACING,
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g_param_spec_float ("spacing",
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"Spacing",
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"Spacing of the thing",
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0, G_MAXFLOAT,
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0,
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G_PARAM_READWRITE));
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g_object_class_install_property (gobject_class,
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PROP_PADDING,
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g_param_spec_float ("padding",
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"Padding",
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"Padding around the thing",
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0, G_MAXFLOAT,
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0,
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G_PARAM_READWRITE));
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g_object_class_install_property (gobject_class,
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PROP_USE_TRANSFORMED_BOX,
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g_param_spec_boolean ("use-transformed-box",
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"Use Transformed Box",
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"Use transformed box when allocating",
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FALSE,
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G_PARAM_READWRITE));
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g_type_class_add_private (klass, sizeof (MyThingPrivate));
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}
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|
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static void
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my_thing_init (MyThing *thing)
|
|
{
|
|
thing->priv = MY_THING_GET_PRIVATE (thing);
|
|
}
|
|
|
|
ClutterActor *
|
|
my_thing_new (gfloat padding,
|
|
gfloat spacing)
|
|
{
|
|
return g_object_new (MY_TYPE_THING,
|
|
"padding", padding,
|
|
"spacing", spacing,
|
|
NULL);
|
|
}
|
|
|
|
/* test code */
|
|
|
|
static ClutterActor *box = NULL;
|
|
static ClutterActor *icon = NULL;
|
|
static ClutterTimeline *main_timeline = NULL;
|
|
static ClutterBehaviour *behaviour = NULL;
|
|
|
|
static ClutterColor bg_color;
|
|
|
|
static void
|
|
toggle_property_value (ClutterActor *actor,
|
|
const gchar *property_name)
|
|
{
|
|
gboolean value;
|
|
|
|
g_object_get (G_OBJECT (actor),
|
|
property_name, &value,
|
|
NULL);
|
|
|
|
value = !value;
|
|
|
|
g_object_set (G_OBJECT (box),
|
|
property_name, value,
|
|
NULL);
|
|
}
|
|
|
|
static void
|
|
increase_property_value (ClutterActor *actor,
|
|
const char *property_name)
|
|
{
|
|
gfloat value;
|
|
|
|
g_object_get (G_OBJECT (actor),
|
|
property_name, &value,
|
|
NULL);
|
|
|
|
value = value + 10.0;
|
|
|
|
g_object_set (G_OBJECT (box),
|
|
property_name, value,
|
|
NULL);
|
|
}
|
|
|
|
static void
|
|
decrease_property_value (ClutterActor *actor,
|
|
const char *property_name)
|
|
{
|
|
gfloat value;
|
|
|
|
g_object_get (G_OBJECT (actor),
|
|
property_name, &value,
|
|
NULL);
|
|
|
|
value = MAX (0, value - 10.0);
|
|
|
|
g_object_set (G_OBJECT (box),
|
|
property_name, value,
|
|
NULL);
|
|
}
|
|
|
|
static ClutterActor *
|
|
create_item (void)
|
|
{
|
|
ClutterActor *clone = clutter_clone_new (icon);
|
|
|
|
gint32 size = g_random_int_range (MIN_SIZE, MAX_SIZE);
|
|
|
|
clutter_actor_set_size (clone, size, size);
|
|
|
|
clutter_behaviour_apply (behaviour, clone);
|
|
|
|
return clone;
|
|
}
|
|
|
|
static gboolean
|
|
keypress_cb (ClutterActor *actor,
|
|
ClutterEvent *event,
|
|
gpointer data)
|
|
{
|
|
switch (clutter_event_get_key_symbol (event))
|
|
{
|
|
case CLUTTER_q:
|
|
{
|
|
clutter_main_quit ();
|
|
}
|
|
|
|
case CLUTTER_a:
|
|
{
|
|
if (icon != NULL)
|
|
{
|
|
ClutterActor *clone = create_item ();
|
|
|
|
/* Add one item to container */
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (box), clone);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_d:
|
|
{
|
|
GList *children =
|
|
clutter_container_get_children (CLUTTER_CONTAINER (box));
|
|
|
|
if (children)
|
|
{
|
|
GList *last = g_list_last (children);
|
|
|
|
/* Remove last item on container */
|
|
clutter_container_remove_actor (CLUTTER_CONTAINER (box),
|
|
CLUTTER_ACTOR (last->data));
|
|
}
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_w:
|
|
{
|
|
decrease_property_value (box, "padding");
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_e:
|
|
{
|
|
increase_property_value (box, "padding");
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_r:
|
|
{
|
|
decrease_property_value (box, "spacing");
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_s:
|
|
{
|
|
toggle_property_value (box, "use-transformed-box");
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_t:
|
|
{
|
|
increase_property_value (box, "spacing");
|
|
break;
|
|
}
|
|
|
|
case CLUTTER_z:
|
|
{
|
|
if (clutter_timeline_is_playing (main_timeline))
|
|
clutter_timeline_pause (main_timeline);
|
|
else
|
|
clutter_timeline_start (main_timeline);
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static void
|
|
relayout_on_frame (ClutterTimeline *timeline)
|
|
{
|
|
gboolean use_transformed_box;
|
|
|
|
/* if we care about transformations updating the layout, we need to inform
|
|
* the layout that a transformation is happening; this is either done by
|
|
* attaching a notification on the transformation properties or by simply
|
|
* queuing a relayout on each frame of the timeline used to drive the
|
|
* behaviour. for simplicity's sake, we used the latter
|
|
*/
|
|
|
|
g_object_get (G_OBJECT (box),
|
|
"use-transformed-box", &use_transformed_box,
|
|
NULL);
|
|
|
|
if (use_transformed_box)
|
|
clutter_actor_queue_relayout (box);
|
|
}
|
|
|
|
G_MODULE_EXPORT int
|
|
test_layout_main (int argc, char *argv[])
|
|
{
|
|
ClutterActor *stage, *instructions;
|
|
ClutterAlpha *alpha;
|
|
gint i, size;
|
|
GError *error = NULL;
|
|
|
|
clutter_init (&argc, &argv);
|
|
|
|
stage = clutter_stage_get_default ();
|
|
clutter_actor_set_size (stage, 800, 600);
|
|
|
|
clutter_color_from_string (&bg_color, "Red");
|
|
|
|
main_timeline = clutter_timeline_new (2000);
|
|
clutter_timeline_set_loop (main_timeline, TRUE);
|
|
g_signal_connect (main_timeline, "new-frame",
|
|
G_CALLBACK (relayout_on_frame),
|
|
NULL);
|
|
|
|
alpha = clutter_alpha_new_full (main_timeline, CLUTTER_LINEAR);
|
|
behaviour = clutter_behaviour_scale_new (alpha, 1.0, 1.0, 2.0, 2.0);
|
|
|
|
box = my_thing_new (10, 10);
|
|
|
|
clutter_actor_set_position (box, 20, 20);
|
|
clutter_actor_set_size (box, 350, -1);
|
|
|
|
icon = clutter_texture_new_from_file (TESTS_DATADIR
|
|
G_DIR_SEPARATOR_S
|
|
"redhand.png",
|
|
&error);
|
|
if (error)
|
|
g_error ("Unable to load 'redhand.png': %s", error->message);
|
|
|
|
size = g_random_int_range (MIN_SIZE, MAX_SIZE);
|
|
clutter_actor_set_size (icon, size, size);
|
|
clutter_behaviour_apply (behaviour, icon);
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (box), icon);
|
|
|
|
for (i = 1; i < 33; i++)
|
|
{
|
|
ClutterActor *clone = create_item ();
|
|
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (box), clone);
|
|
}
|
|
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (stage), box);
|
|
|
|
instructions = clutter_text_new_with_text ("Sans 14",
|
|
"<b>Instructions:</b>\n"
|
|
"a - add a new item\n"
|
|
"d - remove last item\n"
|
|
"z - start/pause behaviour\n"
|
|
"w - decrease padding\n"
|
|
"e - increase padding\n"
|
|
"r - decrease spacing\n"
|
|
"t - increase spacing\n"
|
|
"s - use transformed box\n"
|
|
"q - quit");
|
|
|
|
clutter_text_set_use_markup (CLUTTER_TEXT (instructions), TRUE);
|
|
clutter_actor_set_position (instructions, 450, 10);
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (stage), instructions);
|
|
|
|
g_signal_connect (stage, "key-release-event",
|
|
G_CALLBACK (keypress_cb),
|
|
NULL);
|
|
|
|
clutter_actor_show (stage);
|
|
|
|
clutter_main ();
|
|
|
|
g_object_unref (main_timeline);
|
|
g_object_unref (behaviour);
|
|
|
|
return EXIT_SUCCESS;
|
|
}
|