#include #include #include #include #define STAGE_WIDTH 1024 #define STAGE_HEIGHT 768 #define ACTOR_WIDTH 128 #define ACTOR_HEIGHT 128 #define COLS (STAGE_WIDTH/ACTOR_WIDTH) #define ROWS (STAGE_HEIGHT/ACTOR_HEIGHT) #define TOTAL (ROWS*COLS) static gboolean press_event (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { ClutterState *state = CLUTTER_STATE (user_data); clutter_state_set_state (state, "right"); return TRUE; } static gboolean release_event (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { ClutterState *state = CLUTTER_STATE (user_data); clutter_state_set_state (state, "active"); return TRUE; } static gboolean enter_event (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { ClutterState *state = CLUTTER_STATE (user_data); clutter_state_set_state (state, "hover"); return TRUE; } static gboolean leave_event (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { ClutterState *state = CLUTTER_STATE (user_data); clutter_state_set_state (state, "normal"); return TRUE; } static void completed (ClutterState *state, gpointer data) { g_print ("Completed transitioning to state: %s\n", clutter_state_get_state (state)); if (g_str_equal (clutter_state_get_state (state), "right")) { /* skip straight to left state when reaching right */ clutter_state_warp_to_state (state, "left"); } } static ClutterActor *new_rect (gint r, gint g, gint b, gint a) { GError *error = NULL; ClutterColor *color = clutter_color_new (r, g, b, a); ClutterActor *group = clutter_actor_new (); ClutterActor *rectangle = clutter_actor_new (); ClutterActor *hand = NULL; gchar *file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL); hand = clutter_texture_new_from_file (file, &error); if (rectangle == NULL) g_error ("image load failed: %s", error->message); g_free (file); clutter_actor_set_size (hand, ACTOR_WIDTH,ACTOR_HEIGHT); clutter_actor_set_background_color (rectangle, color); clutter_actor_set_size (rectangle, ACTOR_WIDTH,ACTOR_HEIGHT); clutter_color_free (color); clutter_actor_add_child (group, rectangle); clutter_actor_add_child (group, hand); return group; } G_MODULE_EXPORT gint test_state_main (gint argc, gchar **argv) { ClutterActor *stage; ClutterState *layout_state; gint i; if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS) return 1; layout_state = clutter_state_new (); stage = clutter_stage_new (); clutter_actor_set_background_color (stage, CLUTTER_COLOR_Black); clutter_stage_set_title (CLUTTER_STAGE (stage), "State Machine"); clutter_actor_set_size (stage, STAGE_WIDTH, STAGE_HEIGHT); g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL); g_signal_connect (stage, "button-press-event", G_CALLBACK (press_event), layout_state); g_signal_connect (stage, "button-release-event", G_CALLBACK (release_event), layout_state); for (i = 0; i < TOTAL; i++) { ClutterActor *actor; ClutterState *a_state; int row = i/COLS; int col = i%COLS; actor = new_rect (255 * (1.0 * col / COLS), 50, 255 * (1.0 * row / ROWS), 255); clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor); clutter_actor_set_position (actor, 320.0, 240.0); clutter_actor_set_reactive (actor, TRUE); clutter_actor_add_effect_with_name (actor, "fade", clutter_desaturate_effect_new (0.0)); clutter_state_set (layout_state, NULL, "active", actor, "delayed::x", CLUTTER_LINEAR, ACTOR_WIDTH * 1.0 * ((TOTAL-1-i) % COLS), ((row*1.0/ROWS))/2, (1.0-(row*1.0/ROWS))/2, actor, "delayed::y", CLUTTER_LINEAR, ACTOR_HEIGHT * 1.0 * ((TOTAL-1-i) / COLS), ((row*1.0/ROWS))/2, 0.0, actor, "rotation-angle-x", CLUTTER_LINEAR, 0.0, actor, "rotation-angle-y", CLUTTER_LINEAR, 0.0, NULL); clutter_state_set (layout_state, NULL, "right", actor, "delayed::x", CLUTTER_LINEAR, STAGE_WIDTH * 1.0, ((row*1.0/ROWS))/2, (1.0-(row*1.0/ROWS))/2, actor, "delayed::y", CLUTTER_LINEAR, STAGE_HEIGHT * 1.0, ((row*1.0/ROWS))/2, 0.0, NULL); clutter_state_set (layout_state, NULL, "left", actor, "rotation-angle-x", CLUTTER_LINEAR, 45.0, actor, "rotation-angle-y", CLUTTER_LINEAR, 5.0, actor, "x", CLUTTER_LINEAR, 0-64.0, actor, "y", CLUTTER_LINEAR, 0-64.0, NULL); a_state = clutter_state_new (); g_object_set_data_full (G_OBJECT (actor), "hover-state-machine", a_state, g_object_unref); g_signal_connect (actor, "enter-event", G_CALLBACK (enter_event), a_state); g_signal_connect (actor, "leave-event", G_CALLBACK (leave_event), a_state); clutter_state_set (a_state, NULL, "normal", actor, "opacity", CLUTTER_LINEAR, 0x77, actor, "rotation-angle-z", CLUTTER_LINEAR, 0.0, actor, "@effects.fade.factor", CLUTTER_LINEAR, 0.0, NULL); clutter_state_set (a_state, NULL, "hover", actor, "opacity", CLUTTER_LINEAR, 0xff, actor, "rotation-angle-z", CLUTTER_LINEAR, 10.0, actor, "@effects.fade.factor", CLUTTER_LINEAR, 1.0, NULL); clutter_actor_set_opacity (actor, 0x77); clutter_state_set_duration (a_state, NULL, NULL, 500); } clutter_state_set_duration (layout_state, NULL, NULL, 1000); clutter_state_set_duration (layout_state, "active", "left", 1400); g_signal_connect (layout_state, "completed", G_CALLBACK (completed), NULL); clutter_actor_show (stage); clutter_state_warp_to_state (layout_state, "left"); clutter_state_set_state (layout_state, "active"); clutter_main (); g_object_unref (layout_state); return EXIT_SUCCESS; } G_MODULE_EXPORT const char * test_state_describe (void) { return "Animating using the State class."; }