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a35708eb74
The Behaviour class and its implementations have been replaced by the new animation framework API and by the constraints for layout-related animations. Currently, we need to make tests build, so we undef DISABLE_DEPRECATED in specific test cases while they get ported.
216 lines
6.9 KiB
C
216 lines
6.9 KiB
C
#include <stdlib.h>
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#include <gmodule.h>
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#undef CLUTTER_DISABLE_DEPRECATED
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#include <clutter/clutter.h>
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/* each time the timeline animating the label completes, swap the direction */
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static void
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timeline_completed (ClutterTimeline *timeline,
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gpointer user_data)
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{
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clutter_timeline_set_direction (timeline,
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!clutter_timeline_get_direction (timeline));
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clutter_timeline_start (timeline);
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}
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static ClutterActor *raise_actor[2];
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static gboolean raise_no = 0;
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static gboolean
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raise_top (gpointer ignored)
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{
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clutter_actor_raise_top (raise_actor[raise_no]);
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raise_no = !raise_no;
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return TRUE;
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}
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static ClutterActor *
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clone_box (ClutterActor *original)
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{
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gfloat width, height;
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ClutterActor *group;
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ClutterActor *clone;
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clutter_actor_get_size (original, &width, &height);
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group = clutter_group_new ();
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clone = clutter_clone_new (original);
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clutter_container_add_actor (CLUTTER_CONTAINER (group), clone);
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clutter_actor_set_depth (clone, width / 2);
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clone = clutter_clone_new (original);
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clutter_container_add_actor (CLUTTER_CONTAINER (group), clone);
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clutter_actor_set_rotation (clone, CLUTTER_Y_AXIS, 180, width / 2, 0, 0);
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clutter_actor_set_depth (clone, -width / 2);
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clone = clutter_clone_new (original);
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clutter_container_add_actor (CLUTTER_CONTAINER (group), clone);
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clutter_actor_set_rotation (clone, CLUTTER_Y_AXIS, 90, 0, 0, 0);
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clutter_actor_set_depth (clone, width / 2);
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clutter_actor_set_position (clone, 0, 0);
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clone = clutter_clone_new (original);
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clutter_container_add_actor (CLUTTER_CONTAINER (group), clone);
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clutter_actor_set_rotation (clone, CLUTTER_Y_AXIS, 90, 0, 0, 0);
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clutter_actor_set_depth (clone, width / 2);
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clutter_actor_set_position (clone, width, 0);
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clone = clutter_clone_new (original);
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clutter_container_add_actor (CLUTTER_CONTAINER (group), clone);
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clutter_actor_set_rotation (clone, CLUTTER_X_AXIS, 90, 0, 0, 0);
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clutter_actor_set_depth (clone, -width / 2);
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clutter_actor_set_position (clone, 0, height);
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clone = clutter_clone_new (original);
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clutter_container_add_actor (CLUTTER_CONTAINER (group), clone);
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clutter_actor_set_rotation (clone, CLUTTER_X_AXIS, 90, 0, 0, 0);
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clutter_actor_set_depth (clone, -width / 2);
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clutter_actor_set_position (clone, 0, 0);
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clutter_actor_show_all (group);
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return group;
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}
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static ClutterActor *
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janus_group (const gchar *front_text,
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const gchar *back_text)
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{
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ClutterActor *group, *rectangle, *front, *back;
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gfloat width, height;
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gfloat width2, height2;
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group = clutter_group_new ();
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rectangle = clutter_rectangle_new_with_color (CLUTTER_COLOR_White);
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front = clutter_text_new_with_text ("Sans 50px", front_text);
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back = clutter_text_new_with_text ("Sans 50px", back_text);
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clutter_text_set_color (CLUTTER_TEXT (front), CLUTTER_COLOR_Red);
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clutter_text_set_color (CLUTTER_TEXT (back), CLUTTER_COLOR_Green);
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clutter_actor_get_size (front, &width, &height);
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clutter_actor_get_size (back, &width2, &height2);
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if (width2 > width)
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width = width2;
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if (height2 > height)
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height = height2;
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clutter_actor_set_size (rectangle, width, height);
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clutter_actor_set_rotation (back, CLUTTER_Y_AXIS, 180, width / 2, 0, 0);
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clutter_container_add (CLUTTER_CONTAINER (group),
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back, rectangle, front, NULL);
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clutter_actor_show_all (group);
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return group;
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}
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G_MODULE_EXPORT gint
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test_depth_main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterBehaviour *d_behave;
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ClutterBehaviour *r_behave;
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ClutterActor *stage;
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ClutterActor *group, *hand, *label, *rect, *janus, *box;
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GError *error;
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clutter_init (&argc, &argv);
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stage = clutter_stage_new ();
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Depth Test");
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clutter_stage_set_color (CLUTTER_STAGE (stage), CLUTTER_COLOR_Aluminium2);
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g_signal_connect (stage,
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"destroy", G_CALLBACK (clutter_main_quit),
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NULL);
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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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group = clutter_group_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
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label = clutter_text_new_with_text ("Mono 26", "Clutter");
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clutter_actor_set_position (label, 120, 200);
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clutter_actor_show (label);
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error = NULL;
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hand = clutter_texture_new_from_file (TESTS_DATADIR
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G_DIR_SEPARATOR_S
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"redhand.png",
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&error);
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if (error)
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g_error ("Unable to load redhand.png: %s", error->message);
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clutter_actor_set_position (hand, 240, 100);
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clutter_actor_show (hand);
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rect = clutter_rectangle_new_with_color (CLUTTER_COLOR_Black);
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clutter_actor_set_position (rect, 340, 100);
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clutter_actor_set_size (rect, 200, 200);
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clutter_actor_set_opacity (rect, 128);
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clutter_actor_show (rect);
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clutter_container_add (CLUTTER_CONTAINER (group), hand, rect, NULL);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), label);
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/* 3 seconds, at 60 fps */
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timeline = clutter_timeline_new (3000);
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g_signal_connect (timeline,
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"completed", G_CALLBACK (timeline_completed),
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NULL);
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d_behave =
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clutter_behaviour_depth_new (clutter_alpha_new_full (timeline,
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CLUTTER_LINEAR),
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-100, 100);
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clutter_behaviour_apply (d_behave, label);
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/* add two faced actor */
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janus = janus_group ("GREEN", "RED");
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), janus);
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clutter_actor_set_position (janus, 300, 350);
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r_behave =
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clutter_behaviour_rotate_new (clutter_alpha_new_full (timeline,
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CLUTTER_LINEAR),
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CLUTTER_Y_AXIS,
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CLUTTER_ROTATE_CW,
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0, 360);
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clutter_behaviour_apply (r_behave, janus);
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/* add hand box */
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box = clone_box (hand);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), box);
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clutter_actor_set_position (box, 200, 250);
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clutter_actor_set_scale (box, 0.5, 0.5);
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clutter_actor_set_rotation (box, CLUTTER_X_AXIS, 45, 0, 0, 0);
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clutter_actor_set_opacity (box, 0x44);
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r_behave =
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clutter_behaviour_rotate_new (clutter_alpha_new_full (timeline,
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CLUTTER_LINEAR),
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CLUTTER_Y_AXIS,
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CLUTTER_ROTATE_CW,
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0, 360);
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clutter_behaviour_apply (r_behave, box);
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clutter_actor_show (stage);
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clutter_timeline_start (timeline);
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raise_actor[0] = rect;
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raise_actor[1] = hand;
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g_timeout_add (2000, raise_top, NULL);
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clutter_main ();
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g_object_unref (d_behave);
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g_object_unref (timeline);
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return EXIT_SUCCESS;
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}
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