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e3259435f2
We're starting from scratch.
240 lines
7.0 KiB
C
240 lines
7.0 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2012 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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* Author:
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* Lionel Landwerlin <lionel.g.landwerlin@linux.intel.com>
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*/
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/**
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* SECTION:clutter-rotate-action
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* @Title: ClutterRotateAction
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* @Short_Description: Action to rotate an actor
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*
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* #ClutterRotateAction is a sub-class of #ClutterGestureAction that implements
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* the logic for recognizing rotate gestures using two touch points.
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*
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <math.h>
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#include "clutter-rotate-action.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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struct _ClutterRotateActionPrivate
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{
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gfloat initial_vector[2];
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gdouble initial_vector_norm;
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gdouble initial_rotation;
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};
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enum
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{
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ROTATE,
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LAST_SIGNAL
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};
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static guint rotate_signals[LAST_SIGNAL] = { 0, };
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G_DEFINE_TYPE (ClutterRotateAction, clutter_rotate_action,
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CLUTTER_TYPE_GESTURE_ACTION);
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static gboolean
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clutter_rotate_action_real_rotate (ClutterRotateAction *action,
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ClutterActor *actor,
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gdouble angle)
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{
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clutter_actor_set_rotation_angle (actor,
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CLUTTER_Z_AXIS,
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action->priv->initial_rotation + angle);
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return TRUE;
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}
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static gboolean
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clutter_rotate_action_gesture_begin (ClutterGestureAction *action,
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ClutterActor *actor)
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{
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ClutterRotateActionPrivate *priv = CLUTTER_ROTATE_ACTION (action)->priv;
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gfloat p1[2], p2[2];
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/* capture initial vector */
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clutter_gesture_action_get_motion_coords (action, 0, &p1[0], &p1[1]);
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clutter_gesture_action_get_motion_coords (action, 1, &p2[0], &p2[1]);
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priv->initial_vector[0] = p2[0] - p1[0];
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priv->initial_vector[1] = p2[1] - p1[1];
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priv->initial_vector_norm =
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sqrt (priv->initial_vector[0] * priv->initial_vector[0] +
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priv->initial_vector[1] * priv->initial_vector[1]);
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priv->initial_rotation = clutter_actor_get_rotation_angle (actor, CLUTTER_Z_AXIS);
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return TRUE;
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}
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static gboolean
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clutter_rotate_action_gesture_progress (ClutterGestureAction *action,
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ClutterActor *actor)
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{
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ClutterRotateActionPrivate *priv = CLUTTER_ROTATE_ACTION (action)->priv;
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gfloat p1[2], p2[2];
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gfloat vector[2];
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gboolean retval;
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/* capture current vector */
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clutter_gesture_action_get_motion_coords (action, 0, &p1[0], &p1[1]);
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clutter_gesture_action_get_motion_coords (action, 1, &p2[0], &p2[1]);
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vector[0] = p2[0] - p1[0];
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vector[1] = p2[1] - p1[1];
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if ((vector[0] == priv->initial_vector[0]) &&
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(vector[1] == priv->initial_vector[1]))
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{
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g_signal_emit (action, rotate_signals[ROTATE], 0,
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actor, (gdouble) 0.0,
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&retval);
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}
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else
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{
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gfloat mult[2];
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gfloat norm;
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gdouble angle;
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/* Computes angle between the 2 initial touch points and the
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current position of the 2 touch points. */
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norm = sqrt (vector[0] * vector[0] + vector[1] * vector[1]);
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norm = (priv->initial_vector[0] * vector[0] +
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priv->initial_vector[1] * vector[1]) / (priv->initial_vector_norm * norm);
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if ((norm >= -1.0) && (norm <= 1.0))
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angle = acos (norm);
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else
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angle = 0;
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/* The angle given is comprise between 0 and 180 degrees, we
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need some logic on top to get a value between 0 and 360. */
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mult[0] = priv->initial_vector[0] * vector[1] -
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priv->initial_vector[1] * vector[0];
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mult[1] = priv->initial_vector[1] * vector[0] -
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priv->initial_vector[0] * vector[1];
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if (mult[0] < 0)
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angle = -angle;
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/* Convert radians to degrees */
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angle = angle * 180.0 / G_PI;
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g_signal_emit (action, rotate_signals[ROTATE], 0,
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actor, angle,
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&retval);
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}
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return TRUE;
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}
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static void
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clutter_rotate_action_gesture_cancel (ClutterGestureAction *action,
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ClutterActor *actor)
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{
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gboolean retval;
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g_signal_emit (action, rotate_signals[ROTATE], 0,
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actor, (gdouble) 0.0,
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&retval);
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}
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static void
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clutter_rotate_action_class_init (ClutterRotateActionClass *klass)
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{
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ClutterGestureActionClass *gesture_class =
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CLUTTER_GESTURE_ACTION_CLASS (klass);
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g_type_class_add_private (klass, sizeof (ClutterRotateActionPrivate));
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klass->rotate = clutter_rotate_action_real_rotate;
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gesture_class->gesture_begin = clutter_rotate_action_gesture_begin;
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gesture_class->gesture_progress = clutter_rotate_action_gesture_progress;
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gesture_class->gesture_cancel = clutter_rotate_action_gesture_cancel;
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/**
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* ClutterRotateAction::rotate:
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* @action: the #ClutterRotateAction that emitted the signal
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* @actor: the #ClutterActor attached to the @action
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* @angle: the difference of angle of rotation between the initial
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* rotation and the current rotation
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*
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* The ::rotate signal is emitted when a rotate gesture is
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* recognized on the attached actor and when the gesture is
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* cancelled (in this case with an angle value of 0).
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*
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* Return value: %TRUE if the rotation should continue, and %FALSE if
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* the rotation should be cancelled.
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*
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*
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*/
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rotate_signals[ROTATE] =
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g_signal_new (I_("rotate"),
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G_TYPE_FROM_CLASS (klass),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterRotateActionClass, rotate),
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_clutter_boolean_continue_accumulator, NULL,
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_clutter_marshal_BOOLEAN__OBJECT_DOUBLE,
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G_TYPE_BOOLEAN, 2,
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CLUTTER_TYPE_ACTOR,
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G_TYPE_DOUBLE);
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}
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static void
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clutter_rotate_action_init (ClutterRotateAction *self)
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{
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self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self, CLUTTER_TYPE_ROTATE_ACTION,
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ClutterRotateActionPrivate);
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clutter_gesture_action_set_n_touch_points (CLUTTER_GESTURE_ACTION (self), 2);
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}
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/**
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* clutter_rotate_action_new:
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*
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* Creates a new #ClutterRotateAction instance
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*
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* Return value: the newly created #ClutterRotateAction
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*
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*
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*/
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ClutterAction *
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clutter_rotate_action_new (void)
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{
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return g_object_new (CLUTTER_TYPE_ROTATE_ACTION, NULL);
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}
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