mutter/src/tests/clutter/interactive/test-paint-wrapper.c
Jonas Ådahl d857edf09c clutter: Remove support for transparent windows
We're only ever a compositor, so we're never asking to be transparent.
Thus remove support for requesting to paint to GLX or EGL displays with
an alpha channel.

https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1364
2020-08-13 14:45:10 +02:00

347 lines
8.6 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>
#ifdef CLUTTER_WINDOWING_X11
#include "clutter/x11/clutter-x11.h"
#endif
#include "test-utils.h"
#define NHANDS 6
typedef struct SuperOH
{
ClutterActor **hand, *bgtex;
ClutterActor *real_hand;
ClutterActor *group;
ClutterActor *stage;
gint stage_width;
gint stage_height;
gfloat radius;
ClutterTimeline *timeline;
gulong frame_id;
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 }
};
int
test_paint_wrapper_main (int argc, char *argv[]);
const char *
test_paint_wrapper_describe (void);
static gboolean
on_button_press_event (ClutterActor *actor,
ClutterEvent *event,
SuperOH *oh)
{
gfloat x, y;
clutter_event_get_coords (event, &x, &y);
g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n",
clutter_event_get_button (event),
x, y);
clutter_actor_hide (actor);
return TRUE;
}
static gboolean
input_cb (ClutterActor *stage,
ClutterEvent *event,
gpointer data)
{
SuperOH *oh = data;
if (event->type == CLUTTER_KEY_RELEASE)
{
g_print ("*** key press event (key:%c) ***\n",
clutter_event_get_key_symbol (event));
if (clutter_event_get_key_symbol (event) == CLUTTER_KEY_q)
{
clutter_main_quit ();
return TRUE;
}
else if (clutter_event_get_key_symbol (event) == CLUTTER_KEY_r)
{
gint i;
for (i = 0; i < n_hands; i++)
clutter_actor_show (oh->hand[i]);
return TRUE;
}
}
return FALSE;
}
/* Timeline handler */
static void
frame_cb (ClutterTimeline *timeline,
gint msecs,
gpointer data)
{
SuperOH *oh = data;
gint i;
float rotation = clutter_timeline_get_progress (timeline) * 360.0f;
/* Rotate everything clockwise about stage center*/
clutter_actor_set_rotation_angle (oh->group,
CLUTTER_Z_AXIS,
rotation);
for (i = 0; i < n_hands; i++)
{
/* Rotate each hand around there centers - to get this we need
* to take into account any scaling.
*/
clutter_actor_set_rotation_angle (oh->hand[i],
CLUTTER_Z_AXIS,
-6.0 * rotation);
}
}
static void
hand_pre_paint (ClutterActor *actor,
ClutterPaintContext *paint_context,
gpointer user_data)
{
CoglFramebuffer *framebuffer =
clutter_paint_context_get_framebuffer (paint_context);
CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
CoglPipeline *pipeline;
SuperOH *oh = user_data;
gfloat 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);
pipeline = cogl_pipeline_new (ctx);
cogl_pipeline_set_color4ub (pipeline, 255, 0, 0, 128);
cogl_framebuffer_draw_rectangle (framebuffer, pipeline,
0, 0, w / 2, h / 2);
cogl_object_unref (pipeline);
oh->paint_guards[actor_num] = TRUE;
}
static void
hand_post_paint (ClutterActor *actor,
ClutterPaintContext *paint_context,
gpointer user_data)
{
CoglFramebuffer *framebuffer =
clutter_paint_context_get_framebuffer (paint_context);
CoglContext *ctx = cogl_framebuffer_get_context (framebuffer);
CoglPipeline *pipeline;
SuperOH *oh = user_data;
gfloat 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);
pipeline = cogl_pipeline_new (ctx);
cogl_pipeline_set_color4ub (pipeline, 0, 255, 0, 128);
cogl_framebuffer_draw_rectangle (framebuffer, pipeline,
w / 2, h / 2, w, h);
cogl_object_unref (pipeline);
oh->paint_guards[actor_num] = FALSE;
}
static void
stop_and_quit (ClutterActor *actor,
SuperOH *oh)
{
g_clear_signal_handler (&oh->frame_id, oh->timeline);
clutter_timeline_stop (oh->timeline);
clutter_main_quit ();
}
G_MODULE_EXPORT int
test_paint_wrapper_main (int argc, char *argv[])
{
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
SuperOH *oh;
gint i;
GError *error;
ClutterActor *real_hand;
error = NULL;
if (clutter_init_with_args (&argc, &argv,
NULL,
super_oh_entries,
NULL,
&error) != CLUTTER_INIT_SUCCESS)
{
g_warning ("Unable to initialise Clutter:\n%s",
error->message);
g_error_free (error);
return EXIT_FAILURE;
}
oh = g_new(SuperOH, 1);
stage = clutter_stage_new ();
clutter_actor_set_size (stage, 800, 600);
clutter_stage_set_title (CLUTTER_STAGE (stage), "Paint Test");
clutter_actor_set_background_color (stage, &stage_color);
g_signal_connect (stage, "destroy", G_CALLBACK (stop_and_quit), oh);
oh->stage = stage;
/* Create a timeline to manage animation */
oh->timeline = clutter_timeline_new_for_actor (oh->stage, 6000);
clutter_timeline_set_repeat_count (oh->timeline, -1);
/* fire a callback for frame change */
oh->frame_id =
g_signal_connect (oh->timeline, "new-frame", G_CALLBACK (frame_cb), oh);
real_hand = clutter_test_utils_create_texture_from_file (TESTS_DATADIR
G_DIR_SEPARATOR_S
"redhand.png",
&error);
if (real_hand == NULL)
{
g_error ("image load failed: %s", error->message);
return EXIT_FAILURE;
}
/* create a new group to hold multiple actors in a group */
oh->group = clutter_actor_new();
clutter_actor_set_pivot_point (oh->group, 0.5, 0.5);
oh->hand = g_new (ClutterActor*, n_hands);
oh->stage_width = clutter_actor_get_width (stage);
oh->stage_height = clutter_actor_get_height (stage);
oh->radius = (oh->stage_width + oh->stage_height)
/ n_hands;
for (i = 0; i < n_hands; i++)
{
gint x, y, w, h;
if (i == 0)
oh->hand[i] = real_hand;
else
oh->hand[i] = clutter_clone_new (real_hand);
clutter_actor_set_reactive (oh->hand[i], TRUE);
clutter_actor_set_size (oh->hand[i], 200, 213);
/* Place around a circle */
w = clutter_actor_get_width (oh->hand[i]);
h = clutter_actor_get_height (oh->hand[i]);
x = oh->stage_width / 2
+ oh->radius
* cos (i * G_PI / (n_hands / 2))
- w / 2;
y = oh->stage_height / 2
+ oh->radius
* sin (i * G_PI / (n_hands / 2))
- h / 2;
clutter_actor_set_position (oh->hand[i], x, y);
clutter_actor_set_translation (oh->hand[i], -100.f, -106.5, 0);
g_signal_connect (oh->hand[i], "button-press-event",
G_CALLBACK (on_button_press_event),
oh);
/* 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);
/* Add to our group group */
clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
}
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, "key-release-event",
G_CALLBACK (input_cb),
oh);
/* and start it */
clutter_timeline_start (oh->timeline);
clutter_main ();
g_object_unref (oh->timeline);
g_free (oh->paint_guards);
g_free (oh->hand);
g_free (oh);
return 0;
}
G_MODULE_EXPORT const char *
test_paint_wrapper_describe (void)
{
return "Wrap an actor's paint cycle for pre and post processing.";
}