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d6d208da7d
With the recent change to internal floating point values, ClutterUnit has become a redundant type, defined to be a float. All integer entry points are being internally converted to floating point values to be passed to the GL pipeline with the least amount of conversion. ClutterUnit is thus exposed as just a "pixel with fractionary bits", and not -- as users might think -- as generic, resolution and device independent units. not that it was the case, but a definitive amount of people was convinced it did provide this "feature", and was flummoxed about the mere existence of this type. So, having ClutterUnit exposed in the public API doubles the entry points and has the following disadvantages: - we have to maintain twice the amount of entry points in ClutterActor - we still do an integer-to-float implicit conversion - we introduce a weird impedance between pixels and "pixels with fractionary bits" - language bindings will have to choose what to bind, and resort to manually overriding the API + *except* for language bindings based on GObject-Introspection, as they cannot do manual overrides, thus will replicate the entire set of entry points For these reason, we should coalesces every Actor entry point for pixels and for ClutterUnit into a single entry point taking a float, like: void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); gfloat clutter_actor_get_height (ClutterActor *self); etc. The issues I have identified are: - we'll have a two cases of compiler warnings: - printf() format of the return values from %d to %f - clutter_actor_get_size() taking floats instead of unsigned ints - we'll have a problem with varargs when passing an integer instead of a floating point value, except on 64bit platforms where the size of a float is the same as the size of an int To be clear: the *intent* of the API should not change -- we still use pixels everywhere -- but: - we remove ambiguity in the API with regard to pixels and units - we remove entry points we get to maintain for the whole 1.0 version of the API - we make things simpler to bind for both manual language bindings and automatic (gobject-introspection based) ones - we have the simplest API possible while still exposing the capabilities of the underlying GL implementation
296 lines
7.5 KiB
C
296 lines
7.5 KiB
C
#include <clutter/clutter.h>
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#include <math.h>
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#include <errno.h>
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#include <stdlib.h>
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#include <glib.h>
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#include <gmodule.h>
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#define NHANDS 6
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typedef struct SuperOH
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{
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ClutterActor **hand, *bgtex;
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ClutterActor *real_hand;
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ClutterActor *group;
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ClutterActor *stage;
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gint stage_width;
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gint stage_height;
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gfloat radius;
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ClutterBehaviour *scaler_1;
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ClutterBehaviour *scaler_2;
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ClutterTimeline *timeline;
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} SuperOH;
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static gint n_hands = NHANDS;
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static GOptionEntry super_oh_entries[] = {
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{
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"num-hands", 'n',
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0,
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G_OPTION_ARG_INT, &n_hands,
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"Number of hands", "HANDS"
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},
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{ NULL }
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};
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/* input handler */
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static gboolean
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input_cb (ClutterActor *stage,
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ClutterEvent *event,
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gpointer data)
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{
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SuperOH *oh = data;
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if (event->type == CLUTTER_BUTTON_PRESS)
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{
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ClutterButtonEvent *button_event;
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ClutterActor *e;
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gfloat x, y;
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clutter_event_get_coords (event, &x, &y);
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button_event = (ClutterButtonEvent *) event;
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g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n",
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button_event->button,
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x, y);
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e = clutter_stage_get_actor_at_pos (CLUTTER_STAGE (stage),
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CLUTTER_PICK_ALL,
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x, y);
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/* only allow hiding the clones */
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if (e && CLUTTER_IS_CLONE (e))
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{
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clutter_actor_hide (e);
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return TRUE;
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}
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}
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else if (event->type == CLUTTER_KEY_RELEASE)
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{
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ClutterKeyEvent *kev = (ClutterKeyEvent *) event;
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g_print ("*** key press event (key:%c) ***\n",
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clutter_key_event_symbol (kev));
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if (clutter_key_event_symbol (kev) == CLUTTER_q)
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{
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clutter_main_quit ();
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return TRUE;
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}
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else if (clutter_key_event_symbol (kev) == CLUTTER_r)
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{
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gint i;
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for (i = 0; i < n_hands; i++)
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clutter_actor_show (oh->hand[i]);
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clutter_actor_show (oh->real_hand);
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return TRUE;
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}
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}
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return FALSE;
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}
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/* Timeline handler */
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static void
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frame_cb (ClutterTimeline *timeline,
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gint frame_num,
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gpointer data)
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{
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SuperOH *oh = data;
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gint i;
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/* Rotate everything clockwise about stage center*/
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clutter_actor_set_rotation (oh->group,
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CLUTTER_Z_AXIS,
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frame_num,
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oh->stage_width / 2,
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oh->stage_height / 2,
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0);
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for (i = 0; i < n_hands; i++)
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{
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gdouble scale_x, scale_y;
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clutter_actor_get_scale (oh->hand[i], &scale_x, &scale_y);
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/* Rotate each hand around there centers - to get this we need
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* to take into account any scaling.
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*/
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clutter_actor_set_rotation (oh->hand[i],
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CLUTTER_Z_AXIS,
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-6.0 * frame_num,
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0, 0, 0);
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}
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}
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static gdouble
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my_sine_wave (ClutterAlpha *alpha,
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gpointer dummy G_GNUC_UNUSED)
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{
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ClutterTimeline *timeline = clutter_alpha_get_timeline (alpha);
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gdouble progress = clutter_timeline_get_progress (timeline);
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return sin (progress * G_PI);
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}
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G_MODULE_EXPORT int
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test_actor_clone_main (int argc, char *argv[])
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{
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ClutterAlpha *alpha;
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ClutterActor *stage;
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ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
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SuperOH *oh;
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gint i;
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GError *error;
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ClutterActor *real_hand, *tmp;
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ClutterColor clr = { 0xff, 0xff, 0x00, 0xff };
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error = NULL;
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clutter_init_with_args (&argc, &argv,
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NULL,
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super_oh_entries,
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NULL,
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&error);
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if (error)
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{
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g_warning ("Unable to initialise Clutter:\n%s",
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error->message);
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g_error_free (error);
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return EXIT_FAILURE;
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}
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stage = clutter_stage_get_default ();
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clutter_actor_set_size (stage, 800, 600);
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Clone Test");
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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oh = g_new (SuperOH, 1);
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/* Create a timeline to manage animation */
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oh->timeline = clutter_timeline_new (360, 60);
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clutter_timeline_set_loop (oh->timeline, TRUE);
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/* fire a callback for frame change */
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g_signal_connect (oh->timeline, "new-frame", G_CALLBACK (frame_cb), oh);
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/* Set up some behaviours to handle scaling */
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alpha = clutter_alpha_new_with_func (oh->timeline, my_sine_wave, NULL, NULL);
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oh->scaler_1 = clutter_behaviour_scale_new (alpha, 0.5, 0.5, 1.0, 1.0);
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oh->scaler_2 = clutter_behaviour_scale_new (alpha, 1.0, 1.0, 0.5, 0.5);
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tmp = clutter_texture_new_from_file ("redhand.png", &error);
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if (tmp == NULL)
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{
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g_error ("image load failed: %s", error->message);
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return EXIT_FAILURE;
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}
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clutter_actor_set_size (tmp, 300, 500);
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real_hand = clutter_group_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
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tmp = clutter_rectangle_new_with_color (&clr);
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clutter_actor_set_size (tmp, 100, 100);
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clutter_container_add_actor (CLUTTER_CONTAINER (real_hand), tmp);
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clutter_actor_set_scale (real_hand, 0.5, 0.5);
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oh->real_hand = real_hand;
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/* Now stick the group we want to clone into another group with a custom
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* opacity to verify that the clones don't traverse this parent when
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* calculating their opacity. */
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tmp = clutter_group_new ();
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clutter_actor_set_opacity (tmp, 0x80);
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clutter_container_add_actor (CLUTTER_CONTAINER (tmp), real_hand);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), tmp);
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/* now hide the group so that we can verify that hidden source actors
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* still get painted by the Clone
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*/
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clutter_actor_hide (real_hand);
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/* create a new group to hold multiple actors in a group */
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oh->group = clutter_group_new();
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oh->hand = g_new (ClutterActor*, n_hands);
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oh->stage_width = clutter_actor_get_width (stage);
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oh->stage_height = clutter_actor_get_height (stage);
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oh->radius = (oh->stage_width + oh->stage_height)
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/ n_hands;
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for (i = 0; i < n_hands; i++)
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{
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gint x, y, w, h;
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/* Create a texture from file, then clone in to same resources */
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oh->hand[i] = clutter_clone_new (real_hand);
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clutter_actor_set_size (oh->hand[i], 200, 213);
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/* Place around a circle */
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w = clutter_actor_get_width (oh->hand[0]);
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h = clutter_actor_get_height (oh->hand[0]);
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x = oh->stage_width / 2
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+ oh->radius
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* cos (i * G_PI / (n_hands / 2))
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- w / 2;
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y = oh->stage_height / 2
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+ oh->radius
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* sin (i * G_PI / (n_hands / 2))
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- h / 2;
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clutter_actor_set_position (oh->hand[i], x, y);
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clutter_actor_move_anchor_point_from_gravity (oh->hand[i],
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CLUTTER_GRAVITY_CENTER);
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/* Add to our group group */
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clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
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if (i % 2)
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clutter_behaviour_apply (oh->scaler_1, oh->hand[i]);
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else
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clutter_behaviour_apply (oh->scaler_2, oh->hand[i]);
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}
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/* Add the group to the stage */
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), oh->group);
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/* Show everying */
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clutter_actor_show (stage);
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g_signal_connect (stage, "button-press-event",
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G_CALLBACK (input_cb),
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oh);
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g_signal_connect (stage, "key-release-event",
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G_CALLBACK (input_cb),
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oh);
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/* and start it */
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clutter_timeline_start (oh->timeline);
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clutter_main ();
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/* clean up */
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g_object_unref (oh->scaler_1);
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g_object_unref (oh->scaler_2);
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g_object_unref (oh->timeline);
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g_free (oh->hand);
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g_free (oh);
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return EXIT_SUCCESS;
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}
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