Add example code demonstrating how to rotate in the x,y,z axes using ClutterState. Integrated with build.
136 lines
5 KiB
C
136 lines
5 KiB
C
#include <clutter/clutter.h>
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#define ROTATION_ANGLE 75.0
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#define DURATION 2000
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static void
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_set_next_state (ClutterState *transitions,
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gpointer user_data)
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{
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const gchar *current = clutter_state_get_state (transitions);
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gchar *next_state = "start";
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if (g_strcmp0 (current, "start") == 0)
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next_state = "x-cw";
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else if (g_strcmp0 (current, "x-cw") == 0)
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next_state = "x-ccw";
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else if (g_strcmp0 (current, "x-ccw") == 0)
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next_state = "x-after";
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else if (g_strcmp0 (current, "x-after") == 0)
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next_state = "y-cw";
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else if (g_strcmp0 (current, "y-cw") == 0)
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next_state = "y-ccw";
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else if (g_strcmp0 (current, "y-ccw") == 0)
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next_state = "y-after";
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else if (g_strcmp0 (current, "y-after") == 0)
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next_state = "z-cw";
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else if (g_strcmp0 (current, "z-cw") == 0)
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next_state = "z-ccw";
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clutter_state_set_state (transitions, next_state);
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}
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int
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main (int argc, char *argv[])
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{
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ClutterActor *stage;
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ClutterActor *texture;
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ClutterState *transitions;
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GError *error = NULL;
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gfloat texture_width, texture_height;
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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texture = clutter_texture_new ();
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clutter_actor_add_constraint (texture,
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clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
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clutter_actor_add_constraint (texture,
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clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
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clutter_texture_set_sync_size (CLUTTER_TEXTURE (texture), TRUE);
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clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
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TESTS_DATA_DIR "/redhand.png",
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&error);
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if (error != NULL)
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{
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g_error ("Problem loading image into texture - %s", error->message);
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g_error_free (error);
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return 1;
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}
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clutter_actor_get_size (texture, &texture_width, &texture_height);
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clutter_actor_set_size (stage, texture_width * 2, texture_height * 2);
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/* set all centres of rotation to the centre of the texture */
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clutter_actor_set_rotation (texture,
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CLUTTER_X_AXIS,
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0.0,
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texture_width * 0.5,
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texture_height * 0.5,
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0.0);
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clutter_actor_set_rotation (texture,
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CLUTTER_Y_AXIS,
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0.0,
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texture_width * 0.5,
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texture_height * 0.5,
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0.0);
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clutter_actor_set_z_rotation_from_gravity (texture, 0.0, CLUTTER_GRAVITY_CENTER);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture);
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/* set up the animations */
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transitions = clutter_state_new ();
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clutter_state_set (transitions, NULL, "start",
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texture, "rotation-angle-x", CLUTTER_LINEAR, 0.0,
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texture, "rotation-angle-y", CLUTTER_LINEAR, 0.0,
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texture, "rotation-angle-z", CLUTTER_LINEAR, 0.0,
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NULL);
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clutter_state_set (transitions, NULL, "x-cw",
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texture, "rotation-angle-x", CLUTTER_LINEAR, ROTATION_ANGLE,
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NULL);
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clutter_state_set (transitions, NULL, "x-ccw",
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texture, "rotation-angle-x", CLUTTER_LINEAR, -ROTATION_ANGLE,
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NULL);
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clutter_state_set (transitions, NULL, "x-after",
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texture, "rotation-angle-x", CLUTTER_LINEAR, 0.0,
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NULL);
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clutter_state_set (transitions, NULL, "y-cw",
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texture, "rotation-angle-y", CLUTTER_LINEAR, ROTATION_ANGLE,
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NULL);
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clutter_state_set (transitions, NULL, "y-ccw",
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texture, "rotation-angle-y", CLUTTER_LINEAR, -ROTATION_ANGLE,
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NULL);
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clutter_state_set (transitions, NULL, "y-after",
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texture, "rotation-angle-y", CLUTTER_LINEAR, 0.0,
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NULL);
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clutter_state_set (transitions, NULL, "z-cw",
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texture, "rotation-angle-z", CLUTTER_LINEAR, ROTATION_ANGLE,
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NULL);
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clutter_state_set (transitions, NULL, "z-ccw",
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texture, "rotation-angle-z", CLUTTER_LINEAR, -ROTATION_ANGLE,
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NULL);
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clutter_state_set_duration (transitions, NULL, NULL, DURATION);
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clutter_state_set_duration (transitions, "start", NULL, DURATION * 0.5);
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clutter_state_set_duration (transitions, NULL, "start", DURATION * 0.5);
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clutter_state_set_duration (transitions, NULL, "x-after", DURATION * 0.5);
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clutter_state_set_duration (transitions, NULL, "y-after", DURATION * 0.5);
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clutter_state_warp_to_state (transitions, "start");
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g_signal_connect (transitions,
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"completed",
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G_CALLBACK (_set_next_state),
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NULL);
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clutter_state_set_state (transitions, "x-cw");
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clutter_actor_show (stage);
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clutter_main ();
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return 0;
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}
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