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293 lines
8.1 KiB
C
293 lines
8.1 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <clutter/clutter.h>
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/* our thread-specific data */
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typedef struct
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{
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ClutterActor *stage;
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ClutterActor *label;
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ClutterActor *progress;
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ClutterActor *rect;
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ClutterTransition *flip;
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ClutterTransition *bounce;
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} TestThreadData;
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static TestThreadData *
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test_thread_data_new (void)
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{
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TestThreadData *data;
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data = g_new0 (TestThreadData, 1);
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return data;
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}
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static void
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test_thread_data_free (gpointer _data)
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{
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TestThreadData *data = _data;
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if (data == NULL)
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return;
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g_print ("Removing thread data [%p]\n", _data);
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g_clear_object (&data->progress);
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g_clear_object (&data->label);
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g_clear_object (&data->stage);
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g_clear_object (&data->rect);
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g_clear_object (&data->flip);
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g_clear_object (&data->bounce);
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g_free (data);
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}
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static gboolean
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test_thread_done_idle (gpointer user_data)
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{
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TestThreadData *data = user_data;
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g_print ("Last update [%p]\n", data);
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clutter_text_set_text (CLUTTER_TEXT (data->label), "Completed");
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clutter_actor_remove_transition (data->rect, "bounce");
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clutter_actor_remove_transition (data->rect, "flip");
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return G_SOURCE_REMOVE;
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}
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static void
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test_thread_data_done (gpointer _data)
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{
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if (_data == NULL)
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return;
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g_print ("Thread completed\n");
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/* since the TestThreadData structure references Clutter data structures
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* we need to free it from within the same thread that called clutter_main()
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* which means using an idle handler in the main loop.
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*
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* clutter_threads_add_idle() is guaranteed to run the callback passed to
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* to it under the Big Clutter Lock.
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*/
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clutter_threads_add_idle_full (G_PRIORITY_DEFAULT,
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test_thread_done_idle,
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_data,
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test_thread_data_free);
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}
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/* thread local storage */
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static GPrivate test_thread_data = G_PRIVATE_INIT (test_thread_data_done);
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typedef struct {
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gint count;
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TestThreadData *thread_data;
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} TestUpdate;
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static gboolean
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update_label_idle (gpointer data)
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{
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TestUpdate *update = data;
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guint width;
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gchar *text;
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if (update->thread_data->label == NULL)
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return G_SOURCE_REMOVE;
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text = g_strdup_printf ("Count to %d", update->count);
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clutter_text_set_text (CLUTTER_TEXT (update->thread_data->label), text);
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clutter_actor_set_width (update->thread_data->label, -1);
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if (update->count == 0)
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width = 0;
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else if (update->count == 100)
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width = 350;
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else
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width = (guint) (update->count / 100.0 * 350.0);
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clutter_actor_save_easing_state (update->thread_data->progress);
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clutter_actor_set_width (update->thread_data->progress, width);
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clutter_actor_restore_easing_state (update->thread_data->progress);
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g_free (text);
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g_free (update);
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return G_SOURCE_REMOVE;
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}
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static void
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do_something_very_slow (void)
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{
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TestThreadData *data;
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gint i;
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data = g_private_get (&test_thread_data);
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for (i = 0; i <= 100; i++)
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{
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gint msecs;
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msecs = 1 + (int) (100.0 * rand () / ((RAND_MAX + 1.0) / 3));
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/* sleep for a while, to emulate some work being done */
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g_usleep (msecs * 1000);
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if ((i % 10) == 0)
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{
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TestUpdate *update;
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/* update the UI from within the main loop, making sure that the
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* Big Clutter Lock is held; only one thread at a time can call
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* Clutter API, and it's mandatory to do this from the same thread
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* that called clutter_init()/clutter_main().
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*/
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update = g_new (TestUpdate, 1);
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update->count = i;
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update->thread_data = data;
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clutter_threads_add_idle_full (G_PRIORITY_HIGH,
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update_label_idle,
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update, NULL);
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}
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}
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}
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static gpointer
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test_thread_func (gpointer user_data)
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{
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TestThreadData *data = user_data;
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g_private_set (&test_thread_data, data);
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/* this function will block */
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do_something_very_slow ();
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return NULL;
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}
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static ClutterActor *count_label = NULL;
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static ClutterActor *help_label = NULL;
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static ClutterActor *progress_rect = NULL;
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static ClutterActor *rect = NULL;
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static ClutterTransition *flip = NULL;
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static ClutterTransition *bounce = NULL;
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static gboolean
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on_key_press_event (ClutterStage *stage,
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ClutterEvent *event,
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gpointer user_data)
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{
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TestThreadData *data;
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switch (clutter_event_get_key_symbol (event))
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{
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case CLUTTER_KEY_s:
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clutter_text_set_text (CLUTTER_TEXT (help_label), "Press 'q' to quit");
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/* start the animations */
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clutter_actor_add_transition (rect, "flip", flip);
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clutter_actor_add_transition (rect, "bounce", bounce);
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/* the data structure holding all our objects */
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data = test_thread_data_new ();
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data->stage = g_object_ref (stage);
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data->label = g_object_ref (count_label);
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data->progress = g_object_ref (progress_rect);
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data->rect = g_object_ref (rect);
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data->flip = g_object_ref (flip);
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data->bounce = g_object_ref (bounce);
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/* start the thread that updates the counter and the progress bar */
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g_thread_new ("counter", test_thread_func, data);
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return CLUTTER_EVENT_STOP;
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case CLUTTER_KEY_q:
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clutter_main_quit ();
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return CLUTTER_EVENT_STOP;
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default:
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break;
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}
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return CLUTTER_EVENT_PROPAGATE;
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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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ClutterTransition *transition;
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ClutterActor *stage;
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ClutterPoint start = CLUTTER_POINT_INIT (75.f, 150.f);
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ClutterPoint end = CLUTTER_POINT_INIT (400.f, 150.f);
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if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
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return 1;
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stage = clutter_stage_new ();
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Threading");
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clutter_actor_set_background_color (stage, CLUTTER_COLOR_Aluminium3);
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clutter_actor_set_size (stage, 600, 300);
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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count_label = clutter_text_new_with_text ("Mono 12", "Counter");
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clutter_actor_set_position (count_label, 350, 50);
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clutter_actor_add_child (stage, count_label);
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help_label = clutter_text_new_with_text ("Mono 12", "Press 's' to start");
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clutter_actor_set_position (help_label, 50, 50);
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clutter_actor_add_child (stage, help_label);
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/* a progress bar */
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progress_rect = clutter_actor_new ();
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clutter_actor_set_background_color (progress_rect, CLUTTER_COLOR_DarkChameleon);
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clutter_actor_set_position (progress_rect, 50, 225);
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clutter_actor_set_size (progress_rect, 350, 50);
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clutter_actor_add_child (stage, progress_rect);
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/* an actor we bounce around */
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rect = clutter_actor_new ();
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clutter_actor_set_background_color (rect, CLUTTER_COLOR_LightScarletRed);
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clutter_actor_set_position (rect, 75, 150);
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clutter_actor_set_size (rect, 50, 50);
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clutter_actor_set_pivot_point (rect, .5f, .5f);
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clutter_actor_set_opacity (rect, 224);
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clutter_actor_add_child (stage, rect);
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/* two transitions we use to bounce rect around */
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transition = clutter_property_transition_new ("rotation-angle-z");
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clutter_transition_set_from (transition, G_TYPE_DOUBLE, 0.0);
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clutter_transition_set_to (transition, G_TYPE_DOUBLE, 360.0);
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clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), -1);
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clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE);
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clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 3000);
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flip = transition;
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transition = clutter_property_transition_new ("position");
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clutter_transition_set_from (transition, CLUTTER_TYPE_POINT, &start);
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clutter_transition_set_to (transition, CLUTTER_TYPE_POINT, &end);
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clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), -1);
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clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE);
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clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 3000);
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bounce = transition;
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g_signal_connect (stage,
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"button-press-event", G_CALLBACK (clutter_main_quit),
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NULL);
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g_signal_connect (stage,
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"key-press-event", G_CALLBACK (on_key_press_event),
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NULL);
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clutter_actor_show (stage);
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clutter_main ();
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return EXIT_SUCCESS;
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}
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