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mutter-performance-source/tests/interactive/test-paint-wrapper.c
Emmanuele Bassi 7d7372af43 [animation] Move the alpha value to floating point
The current Alpha value is an unsigned integer that can be used
implicitly as a fixed point value. This makes writing an alpha
function overshooting below and above the current range basically
impossible without complicating an already complex code, and
creating weird corner cases.

For this reason, the Alpha value should be defined as a floating
point normalized value, spanning a range between 0.0 and 1.0; in
order to allow overshooting, the valid range is extended one unit
below and one unit above, thus making it -1.0 .. 2.0.

This commit updates the various users of the ClutterAlpha API
and the tests cases.

This commit also removes all the current alpha functions exposed
in the public API.
2009-01-20 16:42:49 +00:00

317 lines
7.7 KiB
C

#include <gmodule.h>
#include <clutter/clutter.h>
#if defined (_MSC_VER) && !defined (_USE_MATH_DEFINES)
#define _USE_MATH_DEFINES
#endif
#include <math.h>
#include <errno.h>
#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;
gboolean *paint_guards;
} SuperOH;
static gint n_hands = NHANDS;
static GOptionEntry super_oh_entries[] = {
{
"num-hands", 'n',
0,
G_OPTION_ARG_INT, &n_hands,
"Number of hands", "HANDS"
},
{ NULL }
};
static gint
get_radius (void)
{
return (CLUTTER_STAGE_HEIGHT() + CLUTTER_STAGE_HEIGHT()) / n_hands ;
}
/* input handler */
static gboolean
input_cb (ClutterStage *stage,
ClutterEvent *event,
gpointer data)
{
if (event->type == CLUTTER_BUTTON_PRESS)
{
ClutterButtonEvent *button_event;
ClutterActor *e;
gint x, y;
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, x, y);
if (e && (CLUTTER_IS_TEXTURE (e) || CLUTTER_IS_CLONE_TEXTURE (e)))
{
clutter_actor_hide (e);
return TRUE;
}
}
else if (event->type == CLUTTER_KEY_RELEASE)
{
ClutterKeyEvent *kev = (ClutterKeyEvent *) event;
g_print ("*** key press event (key:%c) ***\n",
clutter_key_event_symbol (kev));
if (clutter_key_event_symbol (kev) == CLUTTER_q)
{
clutter_main_quit ();
return TRUE;
}
}
return FALSE;
}
/* Timeline handler */
static void
frame_cb (ClutterTimeline *timeline,
gint frame_num,
gpointer data)
{
SuperOH *oh = (SuperOH *)data;
gint i;
/* Rotate everything clockwise about stage center*/
clutter_actor_set_rotation (CLUTTER_ACTOR (oh->group),
CLUTTER_Z_AXIS,
frame_num,
CLUTTER_STAGE_WIDTH () / 2,
CLUTTER_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 * frame_num, 0, 0, 0);
}
}
static void
hand_pre_paint (ClutterActor *actor,
gpointer user_data)
{
SuperOH *oh = (SuperOH *) user_data;
guint w, h;
int actor_num;
for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++);
g_assert (oh->paint_guards[actor_num] == FALSE);
clutter_actor_get_size (actor, &w, &h);
cogl_set_source_color4ub (255, 0, 0, 128);
cogl_rectangle (0, 0, w / 2, h / 2);
oh->paint_guards[actor_num] = TRUE;
}
static void
hand_post_paint (ClutterActor *actor,
gpointer user_data)
{
SuperOH *oh = (SuperOH *) user_data;
guint w, h;
int actor_num;
for (actor_num = 0; oh->hand[actor_num] != actor; actor_num++);
g_assert (oh->paint_guards[actor_num] == TRUE);
clutter_actor_get_size (actor, &w, &h);
cogl_set_source_color4ub (0, 255, 0, 128);
cogl_rectangle (w / 2, h / 2, w / 2, h / 2);
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;
error = NULL;
clutter_init_with_args (&argc, &argv,
NULL,
super_oh_entries,
NULL,
&error);
if (error)
{
g_warning ("Unable to initialise Clutter:\n%s",
error->message);
g_error_free (error);
exit (1);
}
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);
oh = g_new(SuperOH, 1);
/* Create a timeline to manage animation */
timeline = clutter_timeline_new (360, 60); /* num frames, fps */
g_object_set (timeline, "loop", TRUE, NULL); /* have it loop */
/* fire a callback for frame change */
g_signal_connect (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);
scaler_1 = clutter_behaviour_scale_new (alpha,
0.5, 0.5,
1.0, 1.0);
scaler_2 = clutter_behaviour_scale_new (alpha,
1.0, 1.0,
0.5, 0.5);
/* create a new group to hold multiple actors in a group */
oh->group = clutter_group_new();
oh->hand = g_new (ClutterActor*, 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);
}
}
else
oh->hand[i] = clutter_clone_texture_new (CLUTTER_TEXTURE(oh->hand[0]));
/* paint something before each hand */
g_signal_connect (oh->hand[i],
"paint", G_CALLBACK (hand_pre_paint),
oh);
/* paint something after each hand */
g_signal_connect_after (oh->hand[i],
"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]);
else
clutter_behaviour_apply (scaler_2, oh->hand[i]);
#endif
}
oh->paint_guards = g_malloc0 (sizeof (gboolean) * n_hands);
/* Add the group to the stage */
clutter_container_add_actor (CLUTTER_CONTAINER (stage),
CLUTTER_ACTOR (oh->group));
/* 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_main ();
g_free (oh->hand);
g_free (oh->paint_guards);
g_free (oh);
return 0;
}