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[tests] Update test-actors (and clones)

The test-actors test (and its clones, test-actor-clone and
test-paint-wrapper) was written a long time ago for a different API
and has been tweaked to bits. We should probably have something a
little bit more complicated, but at least we should not use semantics
and coding patterns from Clutter 0.2, otherwise we won't be testing
anything except that Clutter 0.2 worked.
This commit is contained in:
Emmanuele Bassi 2009-06-11 16:23:26 +01:00
parent 71b62e75d2
commit 19f112f9bc
3 changed files with 184 additions and 188 deletions

View file

@ -36,7 +36,24 @@ static GOptionEntry super_oh_entries[] = {
{ NULL }
};
/* input handler */
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,
@ -44,31 +61,7 @@ input_cb (ClutterActor *stage,
{
SuperOH *oh = data;
if (event->type == CLUTTER_BUTTON_PRESS)
{
ClutterButtonEvent *button_event;
ClutterActor *e;
gfloat x, y;
clutter_event_get_coords (event, &x, &y);
button_event = (ClutterButtonEvent *) event;
g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n",
button_event->button,
x, y);
e = clutter_stage_get_actor_at_pos (CLUTTER_STAGE (stage),
CLUTTER_PICK_ALL,
x, y);
/* only allow hiding the clones */
if (e && CLUTTER_IS_CLONE (e))
{
clutter_actor_hide (e);
return TRUE;
}
}
else if (event->type == CLUTTER_KEY_RELEASE)
if (event->type == CLUTTER_KEY_RELEASE)
{
g_print ("*** key press event (key:%c) ***\n",
clutter_event_get_key_symbol (event));
@ -76,6 +69,7 @@ input_cb (ClutterActor *stage,
if (clutter_event_get_key_symbol (event) == CLUTTER_q)
{
clutter_main_quit ();
return TRUE;
}
else if (clutter_event_get_key_symbol (event) == CLUTTER_r)
@ -85,8 +79,6 @@ input_cb (ClutterActor *stage,
for (i = 0; i < n_hands; i++)
clutter_actor_show (oh->hand[i]);
clutter_actor_show (oh->real_hand);
return TRUE;
}
}
@ -94,7 +86,6 @@ input_cb (ClutterActor *stage,
return FALSE;
}
/* Timeline handler */
static void
frame_cb (ClutterTimeline *timeline,
@ -116,10 +107,6 @@ frame_cb (ClutterTimeline *timeline,
for (i = 0; i < n_hands; i++)
{
gdouble scale_x, scale_y;
clutter_actor_get_scale (oh->hand[i], &scale_x, &scale_y);
/* Rotate each hand around there centers - to get this we need
* to take into account any scaling.
*/
@ -235,8 +222,11 @@ test_actor_clone_main (int argc, char *argv[])
/* Create a texture from file, then clone in to same resources */
oh->hand[i] = clutter_clone_new (real_hand);
clutter_actor_set_size (oh->hand[i], 200, 213);
clutter_actor_set_reactive (oh->hand[i], TRUE);
/* Place around a circle */
w = clutter_actor_get_width (oh->hand[0]);
h = clutter_actor_get_height (oh->hand[0]);
@ -259,6 +249,10 @@ test_actor_clone_main (int argc, char *argv[])
/* Add to our group group */
clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
g_signal_connect (oh->hand[i], "button-press-event",
G_CALLBACK (on_button_press_event),
oh);
if (i % 2)
clutter_behaviour_apply (oh->scaler_1, oh->hand[i]);
else
@ -271,9 +265,6 @@ test_actor_clone_main (int argc, char *argv[])
/* Show everying */
clutter_actor_show (stage);
g_signal_connect (stage, "button-press-event",
G_CALLBACK (input_cb),
oh);
g_signal_connect (stage, "key-release-event",
G_CALLBACK (input_cb),
oh);

View file

@ -36,7 +36,24 @@ static GOptionEntry super_oh_entries[] = {
{ NULL }
};
/* input handler */
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,
@ -44,31 +61,7 @@ input_cb (ClutterActor *stage,
{
SuperOH *oh = data;
if (event->type == CLUTTER_BUTTON_PRESS)
{
ClutterButtonEvent *button_event;
ClutterActor *e;
gfloat x, y;
clutter_event_get_coords (event, &x, &y);
button_event = (ClutterButtonEvent *) event;
g_print ("*** button press event (button:%d) at %.2f, %.2f ***\n",
button_event->button,
x, y);
e = clutter_stage_get_actor_at_pos (CLUTTER_STAGE (stage),
CLUTTER_PICK_ALL,
x, y);
/* only allow hiding the clones */
if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE (e)))
{
clutter_actor_hide (e);
return TRUE;
}
}
else if (event->type == CLUTTER_KEY_RELEASE)
if (event->type == CLUTTER_KEY_RELEASE)
{
g_print ("*** key press event (key:%c) ***\n",
clutter_event_get_key_symbol (event));
@ -76,6 +69,7 @@ input_cb (ClutterActor *stage,
if (clutter_event_get_key_symbol (event) == CLUTTER_q)
{
clutter_main_quit ();
return TRUE;
}
else if (clutter_event_get_key_symbol (event) == CLUTTER_r)
@ -92,7 +86,6 @@ input_cb (ClutterActor *stage,
return FALSE;
}
/* Timeline handler */
static void
frame_cb (ClutterTimeline *timeline,
@ -209,6 +202,8 @@ test_actors_main (int argc, char *argv[])
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 */
@ -233,6 +228,10 @@ test_actors_main (int argc, char *argv[])
/* Add to our group group */
clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
g_signal_connect (oh->hand[i], "button-press-event",
G_CALLBACK (on_button_press_event),
oh);
if (i % 2)
clutter_behaviour_apply (oh->scaler_1, oh->hand[i]);
else
@ -245,9 +244,6 @@ test_actors_main (int argc, char *argv[])
/* Show everying */
clutter_actor_show (stage);
g_signal_connect (stage, "button-press-event",
G_CALLBACK (input_cb),
oh);
g_signal_connect (stage, "key-release-event",
G_CALLBACK (input_cb),
oh);

View file

@ -10,17 +10,24 @@
#include <stdlib.h>
#include <glib.h>
#define TRAILS 0
#define NHANDS 6
#define RADIUS ((CLUTTER_STAGE_WIDTH()+CLUTTER_STAGE_HEIGHT())/NHANDS)
typedef struct SuperOH
{
ClutterActor **hand, *bgtex;
ClutterActor *group;
ClutterActor **hand, *bgtex;
ClutterActor *real_hand;
ClutterActor *group;
ClutterActor *stage;
gboolean *paint_guards;
gint stage_width;
gint stage_height;
gfloat radius;
ClutterBehaviour *scaler_1;
ClutterBehaviour *scaler_2;
ClutterTimeline *timeline;
gboolean *paint_guards;
} SuperOH;
static gint n_hands = NHANDS;
@ -35,39 +42,32 @@ static GOptionEntry super_oh_entries[] = {
{ NULL }
};
static gint
get_radius (void)
static gboolean
on_button_press_event (ClutterActor *actor,
ClutterEvent *event,
SuperOH *oh)
{
return (CLUTTER_STAGE_HEIGHT() + CLUTTER_STAGE_HEIGHT()) / n_hands ;
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;
}
/* input handler */
static gboolean
input_cb (ClutterStage *stage,
input_cb (ClutterActor *stage,
ClutterEvent *event,
gpointer data)
{
if (event->type == CLUTTER_BUTTON_PRESS)
{
ClutterButtonEvent *button_event;
ClutterActor *e;
gfloat x, y;
SuperOH *oh = data;
clutter_event_get_coords (event, &x, &y);
button_event = (ClutterButtonEvent *) event;
g_print ("*** button press event (button:%d) ***\n",
button_event->button);
e = clutter_stage_get_actor_at_pos (stage, CLUTTER_PICK_ALL, x, y);
if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE (e)))
{
clutter_actor_hide (e);
return TRUE;
}
}
else if (event->type == CLUTTER_KEY_RELEASE)
if (event->type == CLUTTER_KEY_RELEASE)
{
g_print ("*** key press event (key:%c) ***\n",
clutter_event_get_key_symbol (event));
@ -75,6 +75,16 @@ input_cb (ClutterStage *stage,
if (clutter_event_get_key_symbol (event) == CLUTTER_q)
{
clutter_main_quit ();
return TRUE;
}
else if (clutter_event_get_key_symbol (event) == CLUTTER_r)
{
gint i;
for (i = 0; i < n_hands; i++)
clutter_actor_show (oh->hand[i]);
return TRUE;
}
}
@ -82,52 +92,57 @@ input_cb (ClutterStage *stage,
return FALSE;
}
/* Timeline handler */
static void
frame_cb (ClutterTimeline *timeline,
gint msecs,
gpointer data)
{
SuperOH *oh = (SuperOH *)data;
gint i;
float rotation = clutter_timeline_get_progress (timeline) * 360.0f;
SuperOH *oh = data;
gint i;
float rotation = clutter_timeline_get_progress (timeline) * 360.0f;
/* Rotate everything clockwise about stage center*/
clutter_actor_set_rotation (CLUTTER_ACTOR (oh->group),
clutter_actor_set_rotation (oh->group,
CLUTTER_Z_AXIS,
rotation,
CLUTTER_STAGE_WIDTH () / 2,
CLUTTER_STAGE_HEIGHT () / 2,
oh->stage_width / 2,
oh->stage_height / 2,
0);
for (i = 0; i < n_hands; i++)
{
gdouble scale_x, scale_y;
clutter_actor_get_scale (oh->hand[i], &scale_x, &scale_y);
/* Rotate each hand around there centers - to get this we need
* to take into account any scaling.
*
* FIXME: scaling causes drift so disabled for now. Need rotation
* unit based functions to fix.
*/
clutter_actor_set_rotation (oh->hand[i], CLUTTER_Z_AXIS,
- 6.0 * rotation, 0, 0, 0);
clutter_actor_set_rotation (oh->hand[i],
CLUTTER_Z_AXIS,
-6.0 * rotation,
0, 0, 0);
}
}
static gdouble
my_sine_wave (ClutterAlpha *alpha,
gpointer dummy G_GNUC_UNUSED)
{
ClutterTimeline *timeline = clutter_alpha_get_timeline (alpha);
gdouble progress = clutter_timeline_get_progress (timeline);
return sin (progress * G_PI);
}
static void
hand_pre_paint (ClutterActor *actor,
gpointer user_data)
{
SuperOH *oh = (SuperOH *) user_data;
SuperOH *oh = user_data;
gfloat w, h;
int actor_num;
for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++);
for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++)
;
g_assert (oh->paint_guards[actor_num] == FALSE);
@ -143,11 +158,12 @@ static void
hand_post_paint (ClutterActor *actor,
gpointer user_data)
{
SuperOH *oh = (SuperOH *) user_data;
SuperOH *oh = user_data;
gfloat w, h;
int actor_num;
for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++);
for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++)
;
g_assert (oh->paint_guards[actor_num] == TRUE);
@ -159,27 +175,16 @@ hand_post_paint (ClutterActor *actor,
oh->paint_guards[actor_num] = FALSE;
}
static gdouble
my_sine_wave (ClutterAlpha *alpha,
gpointer dummy G_GNUC_UNUSED)
{
ClutterTimeline *timeline = clutter_alpha_get_timeline (alpha);
gdouble progress = clutter_timeline_get_progress (timeline);
return sin (progress * G_PI);
}
G_MODULE_EXPORT int
test_paint_wrapper_main (int argc, char *argv[])
{
ClutterTimeline *timeline;
ClutterAlpha *alpha;
ClutterBehaviour *scaler_1, *scaler_2;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
SuperOH *oh;
gint i;
GError *error;
ClutterAlpha *alpha;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
SuperOH *oh;
gint i;
GError *error;
ClutterActor *real_hand;
error = NULL;
@ -194,57 +199,83 @@ test_paint_wrapper_main (int argc, char *argv[])
error->message);
g_error_free (error);
exit (1);
return EXIT_FAILURE;
}
stage = clutter_stage_get_default ();
clutter_actor_set_size (stage, 800, 600);
clutter_stage_set_title (CLUTTER_STAGE (stage), "Actors Test");
clutter_stage_set_color (CLUTTER_STAGE (stage),
&stage_color);
clutter_stage_set_title (CLUTTER_STAGE (stage), "Paint Test");
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
oh = g_new(SuperOH, 1);
oh->stage = stage;
/* Create a timeline to manage animation */
timeline = clutter_timeline_new (6000);
clutter_timeline_set_loop (timeline, TRUE);
oh->timeline = clutter_timeline_new (6000);
clutter_timeline_set_loop (oh->timeline, TRUE);
/* fire a callback for frame change */
g_signal_connect (timeline, "new-frame", G_CALLBACK (frame_cb), oh);
g_signal_connect (oh->timeline, "new-frame", G_CALLBACK (frame_cb), oh);
/* Set up some behaviours to handle scaling */
alpha = clutter_alpha_new_with_func (timeline, my_sine_wave, NULL, NULL);
alpha = clutter_alpha_new_with_func (oh->timeline, my_sine_wave, NULL, NULL);
scaler_1 = clutter_behaviour_scale_new (alpha,
0.5, 0.5,
1.0, 1.0);
oh->scaler_1 = clutter_behaviour_scale_new (alpha, 0.5, 0.5, 1.0, 1.0);
oh->scaler_2 = clutter_behaviour_scale_new (alpha, 1.0, 1.0, 0.5, 0.5);
scaler_2 = clutter_behaviour_scale_new (alpha,
1.0, 1.0,
0.5, 0.5);
real_hand = clutter_texture_new_from_file ("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_group_new();
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;
gint radius = get_radius ();
/* Create a texture from file, then clone in to same resources */
if (i == 0)
{
if ((oh->hand[i] = clutter_texture_new_from_file ("redhand.png",
&error)) == NULL)
{
g_error ("image load failed: %s", error->message);
exit (1);
}
}
oh->hand[i] = real_hand;
else
oh->hand[i] = clutter_clone_new (oh->hand[0]);
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_move_anchor_point_from_gravity (oh->hand[i],
CLUTTER_GRAVITY_CENTER);
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],
@ -256,34 +287,13 @@ test_paint_wrapper_main (int argc, char *argv[])
"paint", G_CALLBACK (hand_post_paint),
oh);
/* Place around a circle */
w = clutter_actor_get_width (oh->hand[0]);
h = clutter_actor_get_height (oh->hand[0]);
x = CLUTTER_STAGE_WIDTH () / 2
+ radius
* cos (i * M_PI / (n_hands / 2))
- w / 2;
y = CLUTTER_STAGE_HEIGHT () / 2
+ radius
* sin (i * M_PI / (n_hands / 2))
- h / 2;
clutter_actor_set_position (oh->hand[i], x, y);
clutter_actor_move_anchor_point_from_gravity (oh->hand[i],
CLUTTER_GRAVITY_CENTER);
/* Add to our group group */
clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
#if 1 /* FIXME: disabled as causes drift? - see comment above */
if (i % 2)
clutter_behaviour_apply (scaler_1, oh->hand[i]);
clutter_behaviour_apply (oh->scaler_1, oh->hand[i]);
else
clutter_behaviour_apply (scaler_2, oh->hand[i]);
#endif
clutter_behaviour_apply (oh->scaler_2, oh->hand[i]);
}
oh->paint_guards = g_malloc0 (sizeof (gboolean) * n_hands);
@ -295,21 +305,20 @@ test_paint_wrapper_main (int argc, char *argv[])
/* Show everying ( and map window ) */
clutter_actor_show (stage);
g_signal_connect (stage, "button-press-event",
G_CALLBACK (input_cb),
oh);
g_signal_connect (stage, "key-release-event",
G_CALLBACK (input_cb),
oh);
/* and start it */
clutter_timeline_start (timeline);
clutter_timeline_start (oh->timeline);
clutter_main ();
g_free (oh->hand);
g_object_unref (oh->scaler_1);
g_object_unref (oh->scaler_2);
g_object_unref (oh->timeline);
g_free (oh->paint_guards);
g_free (oh->hand);
g_free (oh);
return 0;