mutter/doc/cookbook/examples/textures-crossfade.c
Elliot Smith c230fd8dfd cookbook: Made code examples more consistent
Modified the code example for the Clutter API version
of the cross-fade to use the same command line
as the COGL version.

This also simplifies the explanation in the recipe.

Also made the COGL code sample more consistent with
the Clutter API code sample.
2010-08-18 11:41:32 +01:00

135 lines
3.6 KiB
C

#include <stdlib.h>
#include <clutter/clutter.h>
static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };
static gchar *source = NULL;
static gchar *target = NULL;
static guint duration = 1000;
static GOptionEntry entries[] = {
{
"source", 's',
0,
G_OPTION_ARG_FILENAME, &source,
"The source image of the cross-fade", "FILE"
},
{
"target", 't',
0,
G_OPTION_ARG_FILENAME, &target,
"The target image of the cross-fade", "FILE"
},
{
"duration", 'd',
0,
G_OPTION_ARG_INT, &duration,
"The duration of the cross-fade, in milliseconds", "MSECS"
},
{ NULL }
};
static gboolean
load_image (ClutterTexture *texture,
gchar *image_path)
{
GError *error = NULL;
gboolean success = clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
image_path,
&error);
if (error != NULL)
{
g_warning ("Error loading %s\n%s", image_path, error->message);
g_error_free (error);
exit (EXIT_FAILURE);
}
return success;
}
int
main (int argc, char *argv[])
{
clutter_init_with_args (&argc, &argv,
" - cross-fade", entries,
NULL,
NULL);
if (source == NULL || target == NULL)
{
g_print ("Usage: %s -s <source> -t <target> [-d <duration>]\n", argv[0]);
exit (EXIT_FAILURE);
}
GError *error = NULL;
/* UI */
ClutterActor *stage;
ClutterLayoutManager *layout;
ClutterActor *box;
ClutterActor *front, *back;
ClutterState *transitions;
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
clutter_stage_set_title (CLUTTER_STAGE (stage), "cross-fade");
clutter_actor_set_size (stage, 600, 600);
clutter_actor_show (stage);
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
layout = clutter_bin_layout_new (CLUTTER_BIN_ALIGNMENT_CENTER,
CLUTTER_BIN_ALIGNMENT_CENTER);
box = clutter_box_new (layout);
clutter_actor_set_size (box, 600, 600);
back = clutter_texture_new ();
clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (back), TRUE);
front = clutter_texture_new ();
clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (front), TRUE);
clutter_container_add_actor (CLUTTER_CONTAINER (box), back);
clutter_container_add_actor (CLUTTER_CONTAINER (box), front);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), box);
/* animations */
transitions = clutter_state_new ();
clutter_state_set (transitions, NULL, "show-front",
front, "opacity", CLUTTER_EASE_IN_CUBIC, 255,
back, "opacity", CLUTTER_EASE_IN_CUBIC, 0,
NULL);
clutter_state_set (transitions, NULL, "show-back",
front, "opacity", CLUTTER_LINEAR, 0,
back, "opacity", CLUTTER_LINEAR, 255,
NULL);
clutter_state_set_duration (transitions, NULL, NULL, duration);
/* make the back opaque and front transparent */
clutter_state_warp_to_state (transitions, "show-back");
/* load the first image into the back */
load_image (CLUTTER_TEXTURE (back), source);
/* load the second image into the front */
load_image (CLUTTER_TEXTURE (front), target);
/* fade in the front texture and fade out the back texture */
clutter_state_set_state (transitions, "show-front");
clutter_actor_show (stage);
clutter_main ();
g_object_unref (transitions);
if (error != NULL)
g_error_free (error);
return EXIT_SUCCESS;
}