f75dfcfd8b
We center a lot of stuff using ClutterAlignConstraints.
130 lines
4 KiB
C
130 lines
4 KiB
C
#include <stdlib.h>
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#include <math.h>
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#include <gmodule.h>
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#include <clutter/clutter.h>
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#define RECT_WIDTH 400
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#define RECT_HEIGHT 300
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#define N_RECTS 7
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static const gchar *rect_color[N_RECTS] = {
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"#edd400",
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"#f57900",
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"#c17d11",
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"#73d216",
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"#3465a4",
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"#75507b",
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"#cc0000"
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};
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static ClutterActor *rectangle[N_RECTS];
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static ClutterActor *viewport = NULL;
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static void
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on_drag_end (ClutterDragAction *action,
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ClutterActor *actor,
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gfloat event_x,
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gfloat event_y,
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ClutterModifierType modifiers)
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{
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gfloat viewport_x = clutter_actor_get_x (viewport);
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gfloat offset_x;
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gint child_visible;
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/* check if we're at the viewport edges */
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if (viewport_x > 0)
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{
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clutter_actor_animate (viewport, CLUTTER_EASE_OUT_BOUNCE, 250,
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"x", 0.0,
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NULL);
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return;
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}
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if (viewport_x < (-1.0f * (RECT_WIDTH * (N_RECTS - 1))))
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{
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clutter_actor_animate (viewport, CLUTTER_EASE_OUT_BOUNCE, 250,
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"x", (-1.0f * (RECT_WIDTH * (N_RECTS - 1))),
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NULL);
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return;
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}
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/* animate the viewport to fully show the child once we pass
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* a certain threshold with the dragging action
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*/
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offset_x = fabsf (viewport_x) / RECT_WIDTH + 0.5f;
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if (offset_x > (RECT_WIDTH * 0.33))
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child_visible = (int) offset_x + 1;
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else
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child_visible = (int) offset_x;
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/* sanity check on the children number */
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child_visible = CLAMP (child_visible, 0, N_RECTS);
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clutter_actor_animate (viewport, CLUTTER_EASE_OUT_QUAD, 250,
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"x", (-1.0f * RECT_WIDTH * child_visible),
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NULL);
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}
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G_MODULE_EXPORT int
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test_scrolling_main (int argc, char *argv[])
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{
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ClutterActor *stage;
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ClutterActor *scroll;
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ClutterAction *action;
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gint i;
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if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
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return 1;
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stage = clutter_stage_new ();
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Scrolling");
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clutter_actor_set_size (stage, 800, 600);
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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/* scroll: the group that contains the scrolling viewport; we set its
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* size to be the same as one rectangle, position it in the middle of
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* the stage and set it to clip its contents to the allocated size
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*/
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scroll = clutter_group_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), scroll);
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clutter_actor_set_size (scroll, RECT_WIDTH, RECT_HEIGHT);
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clutter_actor_add_constraint (scroll, clutter_align_constraint_new (stage, CLUTTER_ALIGN_BOTH, 0.5));
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clutter_actor_set_clip_to_allocation (scroll, TRUE);
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/* viewport: the actual container for the children; we scroll it using
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* the Drag action constrained to the horizontal axis, and every time
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* the dragging ends we check whether we're dragging past the end of
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* the viewport
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*/
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viewport = clutter_box_new (clutter_box_layout_new ());
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clutter_container_add_actor (CLUTTER_CONTAINER (scroll), viewport);
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/* add dragging capabilities to the viewport; the heavy lifting is
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* all done by the DragAction itself, plus the ::drag-end signal
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* handler in our code
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*/
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action = clutter_drag_action_new ();
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clutter_actor_add_action (viewport, action);
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clutter_drag_action_set_drag_axis (CLUTTER_DRAG_ACTION (action),
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CLUTTER_DRAG_X_AXIS);
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g_signal_connect (action, "drag-end", G_CALLBACK (on_drag_end), NULL);
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clutter_actor_set_reactive (viewport, TRUE);
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/* children of the viewport */
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for (i = 0; i < N_RECTS; i++)
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{
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ClutterColor color;
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clutter_color_from_string (&color, rect_color[i]);
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rectangle[i] = clutter_rectangle_new_with_color (&color);
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clutter_container_add_actor (CLUTTER_CONTAINER (viewport), rectangle[i]);
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clutter_actor_set_size (rectangle[i], RECT_WIDTH, RECT_HEIGHT);
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}
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clutter_actor_show (stage);
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clutter_main ();
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return EXIT_SUCCESS;
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}
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