mirror of
https://github.com/brl/mutter.git
synced 2024-11-23 08:30:42 -05:00
c68cf3564e
Since commitc7c5cf9b
ClutterCloneTexture causes an extra paint of the source actor during the paint run of the cloned texture if the source is not yet visible. When the stage is first shown it is redrawn immediatly before it is mapped which means get_paint_visibility will fail on the source actor so the inner paint will be run. The paint guards were a global variable so they didn't cope with a second actor being painted. The breakage didn't occur until commitd510a4b0
because get_paint_visibility was also broken.
308 lines
7.4 KiB
C
308 lines
7.4 KiB
C
#include <gmodule.h>
|
|
#include <clutter/clutter.h>
|
|
|
|
#if defined (_MSC_VER) && !defined (_USE_MATH_DEFINES)
|
|
#define _USE_MATH_DEFINES
|
|
#endif
|
|
|
|
#include <math.h>
|
|
#include <errno.h>
|
|
#include <stdlib.h>
|
|
#include <glib.h>
|
|
|
|
#define TRAILS 0
|
|
#define NHANDS 6
|
|
#define RADIUS ((CLUTTER_STAGE_WIDTH()+CLUTTER_STAGE_HEIGHT())/NHANDS)
|
|
|
|
typedef struct SuperOH
|
|
{
|
|
ClutterActor **hand, *bgtex;
|
|
ClutterActor *group;
|
|
|
|
gboolean *paint_guards;
|
|
|
|
} SuperOH;
|
|
|
|
static gint n_hands = NHANDS;
|
|
|
|
static GOptionEntry super_oh_entries[] = {
|
|
{
|
|
"num-hands", 'n',
|
|
0,
|
|
G_OPTION_ARG_INT, &n_hands,
|
|
"Number of hands", "HANDS"
|
|
},
|
|
{ NULL }
|
|
};
|
|
|
|
static gint
|
|
get_radius (void)
|
|
{
|
|
return (CLUTTER_STAGE_HEIGHT() + CLUTTER_STAGE_HEIGHT()) / n_hands ;
|
|
}
|
|
|
|
/* input handler */
|
|
static gboolean
|
|
input_cb (ClutterStage *stage,
|
|
ClutterEvent *event,
|
|
gpointer data)
|
|
{
|
|
if (event->type == CLUTTER_BUTTON_PRESS)
|
|
{
|
|
ClutterButtonEvent *button_event;
|
|
ClutterActor *e;
|
|
gint x, y;
|
|
|
|
clutter_event_get_coords (event, &x, &y);
|
|
|
|
button_event = (ClutterButtonEvent *) event;
|
|
g_print ("*** button press event (button:%d) ***\n",
|
|
button_event->button);
|
|
|
|
e = clutter_stage_get_actor_at_pos (stage, x, y);
|
|
|
|
if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE_TEXTURE (e)))
|
|
{
|
|
clutter_actor_hide (e);
|
|
return TRUE;
|
|
}
|
|
}
|
|
else if (event->type == CLUTTER_KEY_RELEASE)
|
|
{
|
|
ClutterKeyEvent *kev = (ClutterKeyEvent *) event;
|
|
|
|
g_print ("*** key press event (key:%c) ***\n",
|
|
clutter_key_event_symbol (kev));
|
|
|
|
if (clutter_key_event_symbol (kev) == CLUTTER_q)
|
|
{
|
|
clutter_main_quit ();
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
/* Timeline handler */
|
|
static void
|
|
frame_cb (ClutterTimeline *timeline,
|
|
gint frame_num,
|
|
gpointer data)
|
|
{
|
|
SuperOH *oh = (SuperOH *)data;
|
|
gint i;
|
|
|
|
/* Rotate everything clockwise about stage center*/
|
|
|
|
clutter_actor_set_rotation (CLUTTER_ACTOR (oh->group),
|
|
CLUTTER_Z_AXIS,
|
|
frame_num,
|
|
CLUTTER_STAGE_WIDTH () / 2,
|
|
CLUTTER_STAGE_HEIGHT () / 2,
|
|
0);
|
|
|
|
for (i = 0; i < n_hands; i++)
|
|
{
|
|
gdouble scale_x, scale_y;
|
|
|
|
clutter_actor_get_scale (oh->hand[i], &scale_x, &scale_y);
|
|
|
|
/* Rotate each hand around there centers - to get this we need
|
|
* to take into account any scaling.
|
|
*
|
|
* FIXME: scaling causes drift so disabled for now. Need rotation
|
|
* unit based functions to fix.
|
|
*/
|
|
clutter_actor_set_rotation (oh->hand[i], CLUTTER_Z_AXIS,
|
|
- 6.0 * frame_num, 0, 0, 0);
|
|
}
|
|
}
|
|
|
|
static void
|
|
hand_pre_paint (ClutterActor *actor,
|
|
gpointer user_data)
|
|
{
|
|
SuperOH *oh = (SuperOH *) user_data;
|
|
guint w, h;
|
|
int actor_num;
|
|
|
|
for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++);
|
|
|
|
g_assert (oh->paint_guards[actor_num] == FALSE);
|
|
|
|
clutter_actor_get_size (actor, &w, &h);
|
|
|
|
cogl_set_source_color4ub (255, 0, 0, 128);
|
|
cogl_rectangle (0, 0, w / 2, h / 2);
|
|
|
|
oh->paint_guards[actor_num] = TRUE;
|
|
}
|
|
|
|
static void
|
|
hand_post_paint (ClutterActor *actor,
|
|
gpointer user_data)
|
|
{
|
|
SuperOH *oh = (SuperOH *) user_data;
|
|
guint w, h;
|
|
int actor_num;
|
|
|
|
for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++);
|
|
|
|
g_assert (oh->paint_guards[actor_num] == TRUE);
|
|
|
|
clutter_actor_get_size (actor, &w, &h);
|
|
|
|
cogl_set_source_color4ub (0, 255, 0, 128);
|
|
cogl_rectangle (w / 2, h / 2, w / 2, h / 2);
|
|
|
|
oh->paint_guards[actor_num] = FALSE;
|
|
}
|
|
|
|
G_MODULE_EXPORT int
|
|
test_paint_wrapper_main (int argc, char *argv[])
|
|
{
|
|
ClutterTimeline *timeline;
|
|
ClutterAlpha *alpha;
|
|
ClutterBehaviour *scaler_1, *scaler_2;
|
|
ClutterActor *stage;
|
|
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
|
|
SuperOH *oh;
|
|
gint i;
|
|
GError *error;
|
|
|
|
error = NULL;
|
|
|
|
clutter_init_with_args (&argc, &argv,
|
|
NULL,
|
|
super_oh_entries,
|
|
NULL,
|
|
&error);
|
|
if (error)
|
|
{
|
|
g_warning ("Unable to initialise Clutter:\n%s",
|
|
error->message);
|
|
g_error_free (error);
|
|
|
|
exit (1);
|
|
}
|
|
|
|
stage = clutter_stage_get_default ();
|
|
clutter_actor_set_size (stage, 800, 600);
|
|
|
|
clutter_stage_set_title (CLUTTER_STAGE (stage), "Actors Test");
|
|
clutter_stage_set_color (CLUTTER_STAGE (stage),
|
|
&stage_color);
|
|
|
|
oh = g_new(SuperOH, 1);
|
|
|
|
/* Create a timeline to manage animation */
|
|
timeline = clutter_timeline_new (360, 60); /* num frames, fps */
|
|
g_object_set (timeline, "loop", TRUE, NULL); /* have it loop */
|
|
|
|
/* fire a callback for frame change */
|
|
g_signal_connect (timeline, "new-frame", G_CALLBACK (frame_cb), oh);
|
|
|
|
/* Set up some behaviours to handle scaling */
|
|
alpha = clutter_alpha_new_full (timeline, clutter_sine_func, NULL, NULL);
|
|
|
|
scaler_1 = clutter_behaviour_scale_new (alpha,
|
|
0.5, 0.5,
|
|
1.0, 1.0);
|
|
|
|
scaler_2 = clutter_behaviour_scale_new (alpha,
|
|
1.0, 1.0,
|
|
0.5, 0.5);
|
|
|
|
/* create a new group to hold multiple actors in a group */
|
|
oh->group = clutter_group_new();
|
|
|
|
oh->hand = g_new (ClutterActor*, n_hands);
|
|
for (i = 0; i < n_hands; i++)
|
|
{
|
|
gint x, y, w, h;
|
|
gint radius = get_radius ();
|
|
|
|
/* Create a texture from file, then clone in to same resources */
|
|
if (i == 0)
|
|
{
|
|
if ((oh->hand[i] = clutter_texture_new_from_file ("redhand.png",
|
|
&error)) == NULL)
|
|
{
|
|
g_error ("image load failed: %s", error->message);
|
|
exit (1);
|
|
}
|
|
}
|
|
else
|
|
oh->hand[i] = clutter_clone_texture_new (CLUTTER_TEXTURE(oh->hand[0]));
|
|
|
|
/* paint something before each hand */
|
|
g_signal_connect (oh->hand[i],
|
|
"paint", G_CALLBACK (hand_pre_paint),
|
|
oh);
|
|
|
|
/* paint something after each hand */
|
|
g_signal_connect_after (oh->hand[i],
|
|
"paint", G_CALLBACK (hand_post_paint),
|
|
oh);
|
|
|
|
/* Place around a circle */
|
|
w = clutter_actor_get_width (oh->hand[0]);
|
|
h = clutter_actor_get_height (oh->hand[0]);
|
|
|
|
x = CLUTTER_STAGE_WIDTH () / 2
|
|
+ radius
|
|
* cos (i * M_PI / (n_hands / 2))
|
|
- w / 2;
|
|
|
|
y = CLUTTER_STAGE_HEIGHT () / 2
|
|
+ radius
|
|
* sin (i * M_PI / (n_hands / 2))
|
|
- h / 2;
|
|
|
|
clutter_actor_set_position (oh->hand[i], x, y);
|
|
|
|
clutter_actor_move_anchor_point_from_gravity (oh->hand[i],
|
|
CLUTTER_GRAVITY_CENTER);
|
|
|
|
/* Add to our group group */
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
|
|
|
|
#if 1 /* FIXME: disabled as causes drift? - see comment above */
|
|
if (i % 2)
|
|
clutter_behaviour_apply (scaler_1, oh->hand[i]);
|
|
else
|
|
clutter_behaviour_apply (scaler_2, oh->hand[i]);
|
|
#endif
|
|
}
|
|
|
|
oh->paint_guards = g_malloc0 (sizeof (gboolean) * n_hands);
|
|
|
|
/* Add the group to the stage */
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (stage),
|
|
CLUTTER_ACTOR (oh->group));
|
|
|
|
/* Show everying ( and map window ) */
|
|
clutter_actor_show (stage);
|
|
|
|
|
|
g_signal_connect (stage, "button-press-event",
|
|
G_CALLBACK (input_cb),
|
|
oh);
|
|
g_signal_connect (stage, "key-release-event",
|
|
G_CALLBACK (input_cb),
|
|
oh);
|
|
|
|
/* and start it */
|
|
clutter_timeline_start (timeline);
|
|
|
|
clutter_main ();
|
|
|
|
g_free (oh->hand);
|
|
g_free (oh->paint_guards);
|
|
g_free (oh);
|
|
|
|
return 0;
|
|
}
|