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187 lines
6.9 KiB
C
187 lines
6.9 KiB
C
#include <clutter/clutter.h>
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/* Context will be used to carry interesting variables between functions */
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typedef struct
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{
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ClutterActor *sub_nw, *sub_ne, *sub_sw, *sub_se;
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gfloat image_width, image_height;
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} Context;
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/* Here, we animate the texture to go way by giving the new coordinates
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* outside of the stage. We rotate the sub-textures around their anchor
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* point (set in setup_sub() as well, it looks cool. */
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static gboolean
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go_away (gpointer data)
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{
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Context *context = data;
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clutter_actor_animate (context->sub_nw, CLUTTER_EASE_OUT_CUBIC, 1500,
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"x", -context->image_width,
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"y", -context->image_height,
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"rotation-angle-z", 2000.,
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NULL);
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clutter_actor_animate (context->sub_ne, CLUTTER_EASE_OUT_CUBIC, 1500,
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"x", +context->image_width,
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"y", -context->image_height,
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"rotation-angle-z", 2000.,
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NULL);
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clutter_actor_animate (context->sub_sw, CLUTTER_EASE_OUT_CUBIC, 1500,
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"x", -context->image_width,
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"y", +context->image_height,
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"rotation-angle-z", 2000.,
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NULL);
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clutter_actor_animate (context->sub_se, CLUTTER_EASE_OUT_CUBIC, 1500,
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"x", -context->image_width,
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"y", +context->image_height,
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"rotation-angle-z", 2000.,
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NULL);
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return G_SOURCE_REMOVE; /* remove the timeout source */
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}
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/* We split the four sub-textures faking to be the big texture, moving them
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* away by 10 pixels in each direction */
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static gboolean
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split (gpointer data)
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{
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Context *context = data;
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gfloat x, y;
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clutter_actor_get_position (context->sub_nw, &x, &y);
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clutter_actor_animate (context->sub_nw, CLUTTER_EASE_OUT_CUBIC, 300,
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"x", x - 10,
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"y", y - 10,
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NULL);
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clutter_actor_get_position (context->sub_ne, &x, &y);
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clutter_actor_animate (context->sub_ne, CLUTTER_EASE_OUT_CUBIC, 300,
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"x", x + 10,
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"y", y - 10,
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NULL);
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clutter_actor_get_position (context->sub_sw, &x, &y);
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clutter_actor_animate (context->sub_sw, CLUTTER_EASE_OUT_CUBIC, 300,
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"x", x - 10,
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"y", y + 10,
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NULL);
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clutter_actor_get_position (context->sub_se, &x, &y);
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clutter_actor_animate (context->sub_se, CLUTTER_EASE_OUT_CUBIC, 300,
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"x", x + 10,
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"y", y + 10,
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NULL);
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/* In 500ms the textures will flee! */
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clutter_threads_add_timeout (500, go_away, context);
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return G_SOURCE_REMOVE; /* remove the timeout source */
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}
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static ClutterActor *
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setup_sub (CoglHandle texture,
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gint image_width,
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gint image_height,
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gint t_x,
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gint t_y,
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gint t_width,
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gint t_height)
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{
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CoglHandle sub_texture;
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ClutterActor *sub_image;
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/* Create a new sub-texture from textures */
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sub_texture = cogl_texture_new_from_sub_texture (texture,
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t_x, t_y,
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t_width, t_height);
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/* Create the corresponding ClutterTexture */
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sub_image = g_object_new (CLUTTER_TYPE_TEXTURE,
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"cogl-texture", sub_texture,
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NULL);
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/* Set the anchor point in the middle of each sub_image so the position and
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* rotation of the textures are relative to that point */
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clutter_actor_set_anchor_point (sub_image, image_width / 4, image_height / 4);
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return sub_image;
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}
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#define IMAGE "smiley.png"
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int
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main (int argc,
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char **argv)
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{
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gfloat image_width, image_height, stage_width, stage_height;
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ClutterActor *stage, *image;
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GError *error = NULL;
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CoglHandle texture;
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Context context;
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if (clutter_init (NULL, NULL) != CLUTTER_INIT_SUCCESS)
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return 1;
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stage = clutter_stage_new ();
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clutter_actor_get_size (stage, &stage_width, &stage_height);
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Animate sub-textures");
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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/* Load smiley.png, creating a new ClutterTexture, get its size and the
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* Cogl texture handle */
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image = clutter_texture_new_from_file (IMAGE, &error);
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if (error != NULL)
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{
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g_warning ("Could not load " IMAGE ": %s", error->message);
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g_clear_error (&error);
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return 1;
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}
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clutter_actor_get_size (image, &image_width, &image_height);
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texture = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (image));
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/* Create four sub-textures from image, actually splitting the image in
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* four */
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context.sub_nw = setup_sub (texture, image_width, image_height,
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0, 0, image_width / 2 , image_width / 2);
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context.sub_ne = setup_sub (texture, image_width, image_height,
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image_width / 2 , 0,
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image_width / 2, image_width / 2);
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context.sub_sw = setup_sub (texture, image_width, image_height,
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0.f, image_width / 2,
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image_width / 2, image_width / 2);
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context.sub_se = setup_sub (texture, image_width, image_height,
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image_width / 2, image_width / 2,
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image_width / 2, image_width / 2);
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/* We don't need the image anymore as we won't display it and as
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* cogl_texture_new_from_sub_texture() keeps a reference to the underlying
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* texture ressource */
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g_object_unref (image);
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/* Position the sub-texures in the middle of the screen, recreating the
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* original texture */
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clutter_actor_set_position (context.sub_nw,
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stage_width / 2 - image_width / 4,
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stage_height / 2 - image_height / 4);
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clutter_actor_set_position (context.sub_ne,
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stage_width / 2 + image_width / 4,
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stage_height / 2 - image_height / 4);
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clutter_actor_set_position (context.sub_sw,
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stage_width / 2 - image_width / 4,
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stage_height / 2 + image_height / 4);
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clutter_actor_set_position (context.sub_se,
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stage_width / 2 + image_width / 4,
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stage_height / 2 + image_height / 4);
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/* Add the four sub-textures to the stage */
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clutter_container_add (CLUTTER_CONTAINER (stage), context.sub_nw,
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context.sub_ne, context.sub_sw, context.sub_se, NULL);
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clutter_actor_show_all (stage);
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context.image_width = image_width;
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context.image_height = image_height;
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/* In two seconds, we'll split the texture! */
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clutter_threads_add_timeout (2000, split, &context);
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clutter_main ();
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return 0;
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}
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