#include #define STAGE_HEIGHT 400 #define STAGE_WIDTH STAGE_HEIGHT #define SCROLL_AMOUNT STAGE_HEIGHT * 0.125 static gboolean _scroll_event_cb (ClutterActor *viewport, ClutterEvent *event, gpointer user_data) { ClutterActor *scrollable = CLUTTER_ACTOR (user_data); gfloat viewport_height = clutter_actor_get_height (viewport); gfloat scrollable_height = clutter_actor_get_height (scrollable); /* no need to scroll if the scrollable is shorter than the viewport */ if (scrollable_height < viewport_height) return TRUE; gfloat y = clutter_actor_get_y (scrollable); ClutterScrollDirection direction; direction = clutter_event_get_scroll_direction (event); switch (direction) { case CLUTTER_SCROLL_UP: y -= SCROLL_AMOUNT; break; case CLUTTER_SCROLL_DOWN: y += SCROLL_AMOUNT; break; /* we're only interested in up and down */ case CLUTTER_SCROLL_LEFT: case CLUTTER_SCROLL_RIGHT: break; } /* * the CLAMP macro returns a value for the first argument * that falls within the range specified by the second and * third arguments * * we allow the scrollable's y position to be decremented to the point * where its base is aligned with the base of the viewport */ y = CLAMP (y, viewport_height - scrollable_height, 0.0); clutter_actor_animate (scrollable, CLUTTER_EASE_OUT_CUBIC, 300, "y", y, NULL); return TRUE; } int main (int argc, char *argv[]) { gchar *image_file_path = TESTS_DATA_DIR "/redhand.png"; if (argc > 1) { image_file_path = argv[1]; } ClutterActor *stage; ClutterActor *viewport; ClutterActor *texture; clutter_init (&argc, &argv); stage = clutter_stage_get_default (); clutter_actor_set_size (stage, STAGE_WIDTH, STAGE_HEIGHT); /* the scrollable actor */ texture = clutter_texture_new (); clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (texture), TRUE); /* set the texture's height so it's as tall as the stage */ clutter_actor_set_request_mode (texture, CLUTTER_REQUEST_WIDTH_FOR_HEIGHT); clutter_actor_set_height (texture, STAGE_HEIGHT); clutter_texture_set_from_file (CLUTTER_TEXTURE (texture), image_file_path, NULL); /* the viewport which the box is scrolled within */ viewport = clutter_group_new (); /* viewport is shorter than the stage */ clutter_actor_set_size (viewport, STAGE_WIDTH, STAGE_HEIGHT * 0.5); /* align the viewport to the center of the stage's y axis */ clutter_actor_add_constraint (viewport, clutter_align_constraint_new (stage, CLUTTER_BIND_Y, 0.5)); /* viewport needs to respond to scroll events */ clutter_actor_set_reactive (viewport, TRUE); /* clip all actors inside the viewport to that group's allocation */ clutter_actor_set_clip_to_allocation (viewport, TRUE); /* put the texture inside the viewport */ clutter_container_add_actor (CLUTTER_CONTAINER (viewport), texture); /* add the viewport to the stage */ clutter_container_add_actor (CLUTTER_CONTAINER (stage), viewport); g_signal_connect (viewport, "scroll-event", G_CALLBACK (_scroll_event_cb), texture); clutter_actor_show (stage); clutter_main (); return 0; }