2012-03-08 10:31:21 +00:00
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#include <stdlib.h>
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#include <math.h>
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#include <cairo.h>
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#include <clutter/clutter.h>
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static gboolean
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draw_clock (ClutterCanvas *canvas,
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2012-03-08 15:47:16 +00:00
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cairo_t *cr,
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int width,
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int height)
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2012-03-08 10:31:21 +00:00
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{
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GDateTime *now;
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float hours, minutes, seconds;
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ClutterColor color;
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/* get the current time and compute the angles */
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now = g_date_time_new_now_local ();
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seconds = g_date_time_get_second (now) * G_PI / 30;
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minutes = g_date_time_get_minute (now) * G_PI / 30;
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hours = g_date_time_get_hour (now) * G_PI / 6;
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cairo_save (cr);
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/* clear the contents of the canvas, to avoid painting
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* over the previous frame
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*/
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cairo_set_operator (cr, CAIRO_OPERATOR_CLEAR);
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cairo_paint (cr);
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cairo_restore (cr);
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cairo_set_operator (cr, CAIRO_OPERATOR_OVER);
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/* scale the modelview to the size of the surface */
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cairo_scale (cr, width, height);
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cairo_set_line_cap (cr, CAIRO_LINE_CAP_ROUND);
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cairo_set_line_width (cr, 0.1);
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/* the black rail that holds the seconds indicator */
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clutter_cairo_set_source_color (cr, CLUTTER_COLOR_Black);
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cairo_translate (cr, 0.5, 0.5);
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cairo_arc (cr, 0, 0, 0.4, 0, G_PI * 2);
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cairo_stroke (cr);
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/* the seconds indicator */
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color = *CLUTTER_COLOR_White;
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color.alpha = 128;
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clutter_cairo_set_source_color (cr, &color);
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cairo_move_to (cr, 0, 0);
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cairo_arc (cr, sinf (seconds) * 0.4, - cosf (seconds) * 0.4, 0.05, 0, G_PI * 2);
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cairo_fill (cr);
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/* the minutes hand */
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color = *CLUTTER_COLOR_DarkChameleon;
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color.alpha = 196;
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clutter_cairo_set_source_color (cr, &color);
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cairo_move_to (cr, 0, 0);
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cairo_line_to (cr, sinf (minutes) * 0.4, -cosf (minutes) * 0.4);
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cairo_stroke (cr);
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/* the hours hand */
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cairo_move_to (cr, 0, 0);
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cairo_line_to (cr, sinf (hours) * 0.2, -cosf (hours) * 0.2);
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cairo_stroke (cr);
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g_date_time_unref (now);
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/* we're done drawing */
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return TRUE;
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}
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static gboolean
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invalidate_clock (gpointer data_)
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{
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/* invalidate the contents of the canvas */
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clutter_content_invalidate (data_);
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/* keep the timeout source */
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return TRUE;
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}
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G_MODULE_EXPORT int
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test_canvas_main (int argc, char *argv[])
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{
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ClutterActor *stage, *actor;
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ClutterContent *canvas;
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/* initialize Clutter */
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if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
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return EXIT_FAILURE;
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/* create a resizable stage */
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stage = clutter_stage_new ();
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clutter_stage_set_title (CLUTTER_STAGE (stage), "2D Clock");
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clutter_stage_set_user_resizable (CLUTTER_STAGE (stage), TRUE);
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clutter_actor_set_background_color (stage, CLUTTER_COLOR_LightSkyBlue);
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clutter_actor_set_size (stage, 300, 300);
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clutter_actor_show (stage);
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/* our 2D canvas, courtesy of Cairo */
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canvas = clutter_canvas_new ();
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clutter_canvas_set_size (CLUTTER_CANVAS (canvas), 300, 300);
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actor = clutter_actor_new ();
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clutter_actor_set_content (actor, canvas);
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2012-03-08 17:19:58 +00:00
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clutter_actor_set_content_scaling_filters (actor,
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Rename 'bilinear' scaling filter to 'trilinear'
Yes, it's not really the proper GL name for a linear-on-every-axis of a
texture plus linear-between-mipmap-levels minification filter, but it
has three redeeming qualities as a name:
- LINEAR_MIPMAP_LINEAR sucks, as it introduces GL concepts like
mipmaps in the API naming, while we're trying to avoid that;
- people using GL already know what 'trilinear' means in this context
without going all Khronos on their asses;
- we're using 2D textures anyway, so 'linear on two axes and linear
between mipmap levels' can be effectively approximated to
'trilinear'.
I mean, if even the OpenGL official wiki says:
Unfortunately, what most people think of as "trilinear" is not linear
filtering of a 3D texture, but what in OpenGL terms is GL_LINEAR mag
filter and GL_LINEAR_MIPMAP_LINEAR in the min filter in a 2D texture.
That is, it is bilinear filtering of each appropriate mipmap level,
and doing a third linear filter between the adjacent mipmap levels.
Hence the term "trilinear".
-- http://www.opengl.org/wiki/Texture
then the horse has already been flogged to death, and I don't intend to
be accused of necrophilia and sadism by flogging it some more.
Prior art: every single GL tutorial in the history of ever;
CoreAnimation's scaling filter enumerations.
If people want to start using 1D or 3D textures they they are probably
going to be using Cogl API directly, and that has the GL naming scheme
for minification and magnification filters anyway.
2012-03-16 12:05:11 +00:00
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CLUTTER_SCALING_FILTER_TRILINEAR,
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2012-03-08 17:19:58 +00:00
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CLUTTER_SCALING_FILTER_LINEAR);
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2012-03-08 10:31:21 +00:00
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clutter_actor_add_child (stage, actor);
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2012-03-08 15:47:16 +00:00
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/* the actor now owns the canvas */
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g_object_unref (canvas);
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2012-03-08 10:31:21 +00:00
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/* bind the size of the actor to that of the stage */
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clutter_actor_add_constraint (actor, clutter_bind_constraint_new (stage, CLUTTER_BIND_SIZE, 0));
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/* quit on destroy */
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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/* connect our drawing code */
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g_signal_connect (canvas, "draw", G_CALLBACK (draw_clock), NULL);
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/* invalidate the canvas, so that we can draw before the main loop starts */
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clutter_content_invalidate (canvas);
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/* set up a timer that invalidates the canvas every second */
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clutter_threads_add_timeout (1000, invalidate_clock, canvas);
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clutter_main ();
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return EXIT_SUCCESS;
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}
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G_MODULE_EXPORT const char *
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test_canvas_describe (void)
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{
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return "Simple 2D clock using the Canvas content";
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}
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