Beispiel #1
0
static void
make_ui (ClutterActor *stage)
{
  ClutterActor    *editable      = NULL;
  ClutterActor    *rectangle     = NULL;
  ClutterActor    *label         = NULL;
  ClutterColor     color_stage   = { 0x00, 0x00, 0x00, 0xff };
  ClutterColor     color_text    = { 0xff, 0x00, 0x00, 0xff };
  ClutterColor     color_sel     = { 0x00, 0xff, 0x00, 0x55 };
  ClutterColor     color_label   = { 0x00, 0xff, 0x55, 0xff };
  ClutterColor     color_rect    = { 0x00, 0xff, 0xff, 0x55 };
  ClutterGeometry  editable_geom = {150, 50, 100, 75};
  ClutterActor    *full_entry    = NULL;
  ClutterActor    *cloned_entry  = NULL;


  clutter_stage_set_color (CLUTTER_STAGE (stage), &color_stage);
  clutter_actor_set_size (stage, WIDTH, HEIGHT);

  label = clutter_text_new_full ("Sans Bold 32px",
                                 "Entry",
                                 &color_label);
  clutter_actor_set_position (label, 0, 50);

  /* editable */
  editable = clutter_text_new_full ("Sans Bold 32px",
                                    "ddd",
                                    &color_text);
  clutter_actor_set_position (editable, 150, 50);
  clutter_text_set_editable (CLUTTER_TEXT (editable), TRUE);
  clutter_text_set_selectable (CLUTTER_TEXT (editable), TRUE);
  clutter_text_set_selection_color (CLUTTER_TEXT (editable),
                                    &color_sel);
  clutter_actor_grab_key_focus (editable);
  clutter_actor_set_reactive (editable, TRUE);

  /* rectangle: to create a entry "feeling" */
  rectangle = clutter_rectangle_new_with_color (&color_rect);
  clutter_actor_set_geometry (rectangle, &editable_geom);

  full_entry = clutter_group_new ();
  clutter_actor_set_position (full_entry, 0, 50);
  clutter_actor_set_size (full_entry, 100, 75);
  clutter_group_add (CLUTTER_GROUP (full_entry), label);
  clutter_group_add (CLUTTER_GROUP (full_entry), editable);
  clutter_group_add (CLUTTER_GROUP (full_entry), rectangle);
  clutter_actor_show_all (full_entry);
  clutter_actor_set_scale (full_entry, 2, 1);
  clutter_group_add (CLUTTER_GROUP (stage), full_entry);

  /* Cloning! */
  cloned_entry = clutter_clone_new (full_entry);
  clutter_actor_set_position (cloned_entry, 50, 200);
  clutter_actor_set_scale (cloned_entry, 1, 2);
  clutter_actor_show_all (cloned_entry);
  clutter_actor_set_reactive (cloned_entry, TRUE);

  clutter_group_add (CLUTTER_GROUP (stage), cloned_entry);
}
Beispiel #2
0
/*
 * Minimize effect completion callback; this function restores actor state, and
 * calls the manager callback function.
 */
static void
on_minimize_effect_complete (ClutterTimeline *timeline, EffectCompleteData *data)
{
  /*
   * Must reverse the effect of the effect; must hide it first to ensure
   * that the restoration will not be visible.
   */
  MetaPlugin *plugin = data->plugin;
  ActorPrivate *apriv;
  MetaWindowActor *window_actor = META_WINDOW_ACTOR (data->actor);

  apriv = get_actor_private (META_WINDOW_ACTOR (data->actor));
  apriv->tml_minimize = NULL;

  clutter_actor_hide (data->actor);

  /* FIXME - we shouldn't assume the original scale, it should be saved
   * at the start of the effect */
  clutter_actor_set_scale (data->actor, 1.0, 1.0);
  clutter_actor_move_anchor_point_from_gravity (data->actor,
                                                CLUTTER_GRAVITY_NORTH_WEST);

  /* Now notify the manager that we are done with this effect */
  meta_plugin_minimize_completed (plugin, window_actor);

  g_free (data);
}
Beispiel #3
0
int main(int argc,char *argv[])
{

  ClutterColor stage_color = { 0x00, 0x00, 0x00, 0xff };
  ClutterColor actor_color = { 0xff,0xff,0xff,0x98};

  /** 初始化clutter */
  clutter_init(&argc, &argv);

  /** 获取默认的场景stage */
  ClutterActor *stage = clutter_stage_get_default();
  /** 设置场景大小,注意场景也actor的一种,所以可以使用actor的api设置*/
  clutter_actor_set_size(stage,400,400);
  /** 设置场景背景*/
  clutter_stage_set_color(CLUTTER_STAGE(stage), &stage_color);



  /** 载入一个图像的actor */
  //ClutterActor * image = clutter_texture_new_from_file("demo.png",NULL);
  image = clutter_texture_new_from_file("demo.png",NULL);
  if(!image){
	  printf("load image error\n");
	  exit(-1);
  }

  /** 设置actor在场景中的位置*/
  clutter_actor_set_position(image, 100,100);
  /** 缩放图像,这里设置长宽各放大了两倍*/
  clutter_actor_set_scale(image,2.0,2.0);

  /** 设置图像旋转,以y轴旋转,角度20'c */
  clutter_actor_set_rotation(image, CLUTTER_Y_AXIS, 120,0,0,0);
  /** 把actor加入场景中*/
  clutter_container_add_actor(CLUTTER_CONTAINER(stage),image);
  clutter_actor_show(image);


  /** 打开actor的事件响应*/
  clutter_actor_set_reactive(image,TRUE);

  /** 连接actor的某事件*/
  g_signal_connect(image, "button-press-event", G_CALLBACK(on_image_button_press),NULL);

  /** 加入时间线*/
  //ClutterTimeline* timeline = clutter_timeline_new(5000);
  timeline = clutter_timeline_new(5000);
  g_signal_connect(timeline, "new-frame",G_CALLBACK(on_timeline_new_frame),NULL);
  clutter_timeline_set_loop(timeline,TRUE);
  //clutter_timeline_start(timeline);

  clutter_actor_show(stage);

  clutter_main();
  
  g_object_unref(timeline);
	printf("\n");
	return 0;
}
Beispiel #4
0
static void overview_animated_destroy(MosesOverview* self, MosesOverviewQuitReason reason, gboolean animate)
{
    MosesOverviewPrivate* priv = self->priv;

    gboolean just_destroy = !animate;
    if (reason == MOSES_OV_REASON_ACTIVATE_WINDOW && !priv->selected_actor) {
        just_destroy = TRUE;
    } else if (reason == MOSES_OV_REASON_ACTIVATE_WORKSPACE && !priv->selected_workspace) {
        just_destroy = TRUE;
    } else if (reason == MOSES_OV_REASON_NORMAL) {
        just_destroy = TRUE;
    }

    if (just_destroy) {
        clutter_actor_destroy(CLUTTER_ACTOR(self));
        return;
    }

    gfloat x, y, w, h;
    ClutterActor* target = NULL;

    if (reason == MOSES_OV_REASON_ACTIVATE_WINDOW) {
        target = self->priv->selected_actor;

        ClutterActor* orig = clutter_clone_get_source(CLUTTER_CLONE(target));
        clutter_actor_get_position(orig, &x, &y);
        clutter_actor_get_size(orig, &w, &h);
        g_signal_handlers_disconnect_by_func(target, on_effect_complete, self);

    } else if (reason == MOSES_OV_REASON_ACTIVATE_WORKSPACE) {
        g_assert(priv->selected_actor == NULL);

        MetaScreen* screen = meta_plugin_get_screen(priv->plugin);
        target = overview_head_get_actor_for_workspace(priv->ov_head, priv->selected_workspace);

        MetaRectangle geom;
        int focused_monitor = meta_screen_get_current_monitor(screen);
        meta_screen_get_monitor_geometry(screen, focused_monitor, &geom);
        x = geom.x, y = geom.y, w = geom.width, h = geom.height;
    }

    if (target) {
        clutter_actor_remove_all_transitions(target);
        clutter_actor_set_child_above_sibling(clutter_actor_get_parent(target), target, NULL);

        clutter_actor_save_easing_state(target);
        clutter_actor_set_easing_mode(target, CLUTTER_LINEAR);
        clutter_actor_set_easing_duration(target, 150);

        clutter_actor_set_position(target, x, y);
        clutter_actor_set_scale(target, w / clutter_actor_get_width(target),
                h / clutter_actor_get_height(target));
        clutter_actor_restore_easing_state(target);
        g_object_connect(target, "signal::transitions-completed",
                G_CALLBACK(on_restore_position_effect_complete), self, NULL);
    }
}
Beispiel #5
0
static gboolean
clutter_zoom_action_real_zoom (ClutterZoomAction *action,
                               ClutterActor      *actor,
                               ClutterPoint      *focal_point,
                               gdouble            factor)
{
  ClutterZoomActionPrivate *priv = action->priv;
  gfloat x, y, z;
  gdouble scale_x, scale_y;
  ClutterVertex out, in;

  in.x = priv->transformed_focal_point.x;
  in.y = priv->transformed_focal_point.y;
  in.z = 0;

  clutter_actor_apply_transform_to_point (actor, &in, &out);

  clutter_actor_get_scale (actor, &scale_x, &scale_y);

  switch (priv->zoom_axis)
    {
    case CLUTTER_ZOOM_BOTH:
      clutter_actor_set_scale (actor, factor, factor);
      break;

    case CLUTTER_ZOOM_X_AXIS:
      clutter_actor_set_scale (actor, factor, scale_y);
      break;

    case CLUTTER_ZOOM_Y_AXIS:
      clutter_actor_set_scale (actor, scale_x, factor);
      break;

    default:
      break;
    }

  x = priv->initial_x + priv->focal_point.x - priv->initial_focal_point.x;
  y = priv->initial_y + priv->focal_point.y - priv->initial_focal_point.y;
  clutter_actor_get_translation (actor, NULL, NULL, &z);
  clutter_actor_set_translation (actor, x, y, z);

  return TRUE;
}
Beispiel #6
0
void  
on_button_effect_complete (ClutterAnimation *animation,
			               gpointer user_data)
{
  ClutterActor *actor = (ClutterActor*)user_data;

  /* reset after effect */
  clutter_actor_set_opacity (actor, 0xff);
  clutter_actor_set_scale (actor, 1.0, 1.0);
}
Beispiel #7
0
static void
clutter_zoom_action_gesture_cancel (ClutterGestureAction *action,
                                    ClutterActor         *actor)
{
  ClutterZoomActionPrivate *priv = ((ClutterZoomAction *) action)->priv;

  clutter_actor_set_translation (actor,
                                 priv->initial_x,
                                 priv->initial_y,
                                 priv->initial_z);
  clutter_actor_set_scale (actor, priv->initial_scale_x, priv->initial_scale_y);
}
Beispiel #8
0
void
gnibbles_worm_show (GnibblesWorm *worm)
{
  clutter_actor_set_opacity (worm->actors, 0);
  clutter_actor_set_scale (worm->actors, 3.0, 3.0);
  clutter_actor_animate (worm->actors, CLUTTER_EASE_OUT_CIRC, 910,
                         "scale-x", 1.0,
                         "scale-y", 1.0,
                         "fixed::scale-gravity", CLUTTER_GRAVITY_CENTER,
                         "opacity", 0xff,
                         NULL);
  worm->stop = FALSE;
}
Beispiel #9
0
//FIXME: ClutterClone seems to have problem rendering children, so badges are stay in grandpar
static void create_window_badge(MosesOverview* self, ClutterActor* parent, int order)
{
    ClutterActor* badge = clutter_actor_new();
    clutter_actor_insert_child_above(clutter_actor_get_parent(parent), badge, NULL);

    gfloat tw, th;
    clutter_actor_get_transformed_size(parent, &tw, &th);

    gfloat w = 60.0, h = 60.0,
            x = (tw - w) / 2.0 + clutter_actor_get_x(parent),
            y = (th - h) / 2.0 + clutter_actor_get_y(parent);
    clutter_actor_set_position(badge, x, y);
    clutter_actor_set_size(badge, w, h);

    g_object_set_qdata(G_OBJECT(badge), moses_overview_window_clone_order(), GINT_TO_POINTER(order));
    g_object_set_qdata(G_OBJECT(parent), moses_overview_window_clone_order(), GINT_TO_POINTER(order));

    ClutterContent* canvas = clutter_canvas_new();
    clutter_canvas_set_size(CLUTTER_CANVAS(canvas), w, h);
    clutter_actor_set_content(badge, canvas);
    g_object_unref(canvas);
    g_signal_connect(canvas, "draw", G_CALLBACK(on_badge_draw), badge);

    clutter_content_invalidate(canvas);

    clutter_actor_set_scale(badge, 0.0, 0.0);

    //do animated show
    clutter_actor_save_easing_state(badge);
    clutter_actor_set_easing_mode(badge, CLUTTER_EASE_OUT_BACK);
    clutter_actor_set_easing_duration(badge, 350);

    clutter_actor_set_pivot_point(badge, 0.5, 0.5);
    clutter_actor_set_scale(badge, 1.0, 1.0);
    clutter_actor_restore_easing_state(badge);

    g_ptr_array_add(self->priv->badges, badge);
}
Beispiel #10
0
static void place_window(MosesOverview* self, ClutterActor* actor, MetaRectangle rect)
{
    g_debug("%s: %d,%d,%d,%d", __func__, rect.x, rect.y, rect.width, rect.height);
    float fscale = rect.width / clutter_actor_get_width(actor);

    clutter_actor_save_easing_state(actor);
    clutter_actor_set_easing_mode(actor, CLUTTER_EASE_OUT_CUBIC);
    clutter_actor_set_easing_duration(actor, PLACEMENT_ANIMATION_DURATION);

    clutter_actor_set_scale(actor, fscale, fscale);
    clutter_actor_set_position(actor, rect.x, rect.y);
    /*clutter_actor_set_size(actor, rect.width, rect.height);*/
    clutter_actor_restore_easing_state(actor);

}
Beispiel #11
0
void
button_activate (App *app, Button *b)
{
  // Wait for the previous animation to end
  if (clutter_actor_get_animation (b->actor))
    return;

  clutter_text_insert_text (CLUTTER_TEXT(app->dpy_entry), b->face, -1);

  clutter_actor_set_opacity (b->actor, 0xff);
  clutter_actor_set_scale (b->actor, 1.0, 1.0);
  clutter_actor_animate (b->actor, CLUTTER_LINEAR, 50,
                         "opacity", 0x00,
                         "scale-x", 1.5,
                         "scale-y", 1.5,
                         "signal-after::completed", on_button_effect_complete, b->actor,
                         NULL);
}
Beispiel #12
0
/*
 * Minimize effect completion callback; this function restores actor state, and
 * calls the manager callback function.
 */
static void
on_maximize_effect_complete (ClutterTimeline *timeline, EffectCompleteData *data)
{
  /*
   * Must reverse the effect of the effect.
   */
  MetaPlugin *plugin = data->plugin;
  MetaWindowActor *window_actor = META_WINDOW_ACTOR (data->actor);
  ActorPrivate *apriv = get_actor_private (window_actor);

  apriv->tml_maximize = NULL;

  /* FIXME - don't assume the original scale was 1.0 */
  clutter_actor_set_scale (data->actor, 1.0, 1.0);
  clutter_actor_move_anchor_point_from_gravity (data->actor,
                                                CLUTTER_GRAVITY_NORTH_WEST);

  /* Now notify the manager that we are done with this effect */
  meta_plugin_maximize_completed (plugin, window_actor);

  g_free (data);
}
Beispiel #13
0
/*
 * Simple map handler: it applies a scale effect which must be reversed on
 * completion).
 */
static void
map (MetaPlugin *plugin, MetaWindowActor *window_actor)
{
  MetaWindowType type;
  ClutterActor *actor = CLUTTER_ACTOR (window_actor);
  MetaWindow *meta_window = meta_window_actor_get_meta_window (window_actor);

  type = meta_window_get_window_type (meta_window);

  if (type == META_WINDOW_NORMAL)
    {
      ClutterAnimation *animation;
      EffectCompleteData *data = g_new0 (EffectCompleteData, 1);
      ActorPrivate *apriv = get_actor_private (window_actor);

      clutter_actor_set_pivot_point (actor, 0.5, 0.5);
      clutter_actor_set_opacity (actor, 0);
      clutter_actor_set_scale (actor, 0.5, 0.5);
      clutter_actor_show (actor);

      animation = clutter_actor_animate (actor,
                                         CLUTTER_EASE_OUT_QUAD,
                                         MAP_TIMEOUT,
                                         "opacity", 255,
                                         "scale-x", 1.0,
                                         "scale-y", 1.0,
                                         NULL);
      apriv->tml_map = clutter_animation_get_timeline (animation);
      data->actor = actor;
      data->plugin = plugin;
      g_signal_connect (apriv->tml_map, "completed",
                        G_CALLBACK (on_map_effect_complete),
                        data);
    }
  else
    meta_plugin_map_completed (plugin, window_actor);
}
Beispiel #14
0
/* clutter scene */
ClutterActor *
setup_stage (ClutterStage * stage)
{
  ClutterTimeline *timeline = NULL;
  ClutterActor *texture_actor = NULL;
  ClutterColor rect_color = { 125, 50, 200, 255 };
  ClutterActor *rect_actor = NULL;

  /* texture actor */

  texture_actor = clutter_texture_new ();
  clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture_actor);
  clutter_actor_set_position (texture_actor, 300, 170);
  clutter_actor_set_scale (texture_actor, 0.6, 0.6);
  clutter_actor_show (texture_actor);
  g_object_set_data (G_OBJECT (texture_actor), "stage", stage);

  /* rectangle actor */

  rect_actor = clutter_rectangle_new_with_color (&rect_color);
  clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect_actor);
  clutter_actor_set_size (rect_actor, 50, 50);
  clutter_actor_set_position (rect_actor, 300, 300);
  clutter_actor_show (rect_actor);

  /* timeline */

  timeline = clutter_timeline_new (360, 60);
  g_object_set_data (G_OBJECT (timeline), "texture_actor", texture_actor);
  clutter_timeline_set_loop (timeline, TRUE);
  clutter_timeline_start (timeline);
  g_signal_connect (timeline, "new-frame", G_CALLBACK (on_new_frame),
      rect_actor);

  return texture_actor;
}
Beispiel #15
0
G_MODULE_EXPORT gint
test_animator_main (gint    argc,
                    gchar **argv)
{
  ClutterActor *stage;
  ClutterActor *rects[COUNT];
  gint i;
  clutter_init (&argc, &argv);

  stage = clutter_stage_get_default ();

  for (i=0; i<COUNT; i++)
    {
      rects[i]=new_rect (255 *(i * 1.0/COUNT), 50, 160, 255);
      clutter_container_add_actor (CLUTTER_CONTAINER (stage), rects[i]);
      clutter_actor_set_anchor_point (rects[i], 64, 64);
      clutter_actor_set_position (rects[i], 320.0, 240.0);
      clutter_actor_set_opacity (rects[i], 0x70);
    }

  g_timeout_add (10000, nuke_one, rects[2]);

  animator = clutter_animator_new ();

  /* Note: when both animations are active for the same actor at the same
   * time there is a race, such races should be handled by avoiding
   * controlling the same properties from multiple animations. This is
   * an intentional design flaw of this test for testing the corner case.
   */

  clutter_animator_set (animator,
         rects[0], "x",       1,                    0.0,  180.0,
         rects[0], "x",       CLUTTER_LINEAR,       0.25, 450.0,
         rects[0], "x",       CLUTTER_LINEAR,       0.5,  450.0,
         rects[0], "x",       CLUTTER_LINEAR,       0.75, 180.0,
         rects[0], "x",       CLUTTER_LINEAR,       1.0,  180.0,

         rects[0], "y",       -1,                   0.0,   100.0,
         rects[0], "y",       CLUTTER_LINEAR,       0.25,  100.0,
         rects[0], "y",       CLUTTER_LINEAR,       0.5,   380.0,
         rects[0], "y",       CLUTTER_LINEAR,       0.75,  380.0,
         rects[0], "y",       CLUTTER_LINEAR,       1.0,   100.0,

         rects[3], "x",       0,                    0.0,  180.0,
         rects[3], "x",       CLUTTER_LINEAR,       0.25, 180.0,
         rects[3], "x",       CLUTTER_LINEAR,       0.5,  450.0,
         rects[3], "x",       CLUTTER_LINEAR,       0.75, 450.0,
         rects[3], "x",       CLUTTER_LINEAR,       1.0,  180.0,

         rects[3], "y",       0,                    0.0,  100.0,
         rects[3], "y",       CLUTTER_LINEAR,       0.25, 380.0,
         rects[3], "y",       CLUTTER_LINEAR,       0.5,  380.0,
         rects[3], "y",       CLUTTER_LINEAR,       0.75, 100.0,
         rects[3], "y",       CLUTTER_LINEAR,       1.0,  100.0,


         rects[2], "rotation-angle-y",       0,                    0.0,  0.0,
         rects[2], "rotation-angle-y",       CLUTTER_LINEAR,       1.0,  360.0,

         rects[1], "scale-x", 0,                    0.0,  1.0,
         rects[1], "scale-x", CLUTTER_LINEAR,       1.0,  2.0,
         rects[1], "scale-y", 0,                    0.0,  1.0,
         rects[1], "scale-y", CLUTTER_LINEAR,       1.0,  2.0,
         NULL);


  clutter_actor_set_scale (rects[0], 1.4, 1.4);
  clutter_animator_property_set_ease_in (animator, G_OBJECT (rects[0]), "x",
                                         TRUE);
  clutter_animator_property_set_ease_in (animator, G_OBJECT (rects[0]), "y",
                                         TRUE);
  clutter_animator_property_set_interpolation (animator, G_OBJECT (rects[0]),
                                               "x", CLUTTER_INTERPOLATION_CUBIC);
  clutter_animator_property_set_interpolation (animator, G_OBJECT (rects[0]),
                                               "y", CLUTTER_INTERPOLATION_CUBIC);

  clutter_stage_hide_cursor(CLUTTER_STAGE (stage));
  clutter_actor_show (stage);
  clutter_animator_set_duration (animator, 5000);

  g_signal_connect (clutter_animator_start (animator),
                    "completed", G_CALLBACK (reverse_timeline), NULL);
  clutter_main ();
  g_object_unref (animator);

  return EXIT_SUCCESS;
}
/* The marker is drawn with cairo.  It is composed of 1 static filled circle
 * and 1 stroked circle animated as an echo.
 */
static ClutterActor *
create_marker ()
{
  ClutterActor *marker;
  ClutterActor *bg;
  ClutterTimeline *timeline;
  cairo_t *cr;

  /* Create the marker */
  marker = champlain_custom_marker_new ();

  /* Static filled circle ----------------------------------------------- */
  bg = clutter_cairo_texture_new (MARKER_SIZE, MARKER_SIZE);
  cr = clutter_cairo_texture_create (CLUTTER_CAIRO_TEXTURE (bg));

  cairo_set_operator (cr, CAIRO_OPERATOR_CLEAR);
  cairo_paint(cr);
  cairo_set_operator (cr, CAIRO_OPERATOR_OVER);

  /* Draw the circle */
  cairo_set_source_rgb (cr, 0, 0, 0);
  cairo_arc (cr, MARKER_SIZE / 2.0, MARKER_SIZE / 2.0, MARKER_SIZE / 2.0, 0, 2 * M_PI);
  cairo_close_path (cr);

  /* Fill the circle */
  cairo_set_source_rgba (cr, 0.1, 0.1, 0.9, 1.0);
  cairo_fill (cr);

  cairo_destroy (cr);

  /* Add the circle to the marker */
  clutter_container_add_actor (CLUTTER_CONTAINER (marker), bg);
  clutter_actor_set_anchor_point_from_gravity (bg, CLUTTER_GRAVITY_CENTER);
  clutter_actor_set_position (bg, 0, 0);

  /* Echo circle -------------------------------------------------------- */
  bg = clutter_cairo_texture_new (2 * MARKER_SIZE, 2 * MARKER_SIZE);
  cr = clutter_cairo_texture_create (CLUTTER_CAIRO_TEXTURE (bg));

  /* Draw the circle */
  cairo_set_source_rgb (cr, 0, 0, 0);
  cairo_arc (cr, MARKER_SIZE, MARKER_SIZE, 0.9 * MARKER_SIZE, 0, 2 * M_PI);
  cairo_close_path (cr);

  /* Stroke the circle */
  cairo_set_line_width (cr, 2.0);
  cairo_set_source_rgba (cr, 0.1, 0.1, 0.7, 1.0);
  cairo_stroke (cr);

  cairo_destroy (cr);

  /* Add the circle to the marker */
  clutter_container_add_actor (CLUTTER_CONTAINER (marker), bg);
  clutter_actor_lower_bottom (bg); /* Ensure it is under the previous circle */
  clutter_actor_set_position (bg, 0, 0);
  clutter_actor_set_anchor_point_from_gravity (bg, CLUTTER_GRAVITY_CENTER);

  /* Animate the echo circle */
  timeline = clutter_timeline_new (1000);
  clutter_timeline_set_loop (timeline, TRUE);
  clutter_actor_set_opacity (CLUTTER_ACTOR (bg), 255);
  clutter_actor_set_scale (CLUTTER_ACTOR (bg), 0.5, 0.5);
  clutter_actor_animate_with_timeline (CLUTTER_ACTOR (bg),
      CLUTTER_EASE_OUT_SINE, 
      timeline, 
      "opacity", 0, 
      "scale-x", 2.0, 
      "scale-y", 2.0, 
      NULL);

  clutter_timeline_start (timeline);

  return marker;
}
Beispiel #17
0
static void
switch_workspace (MetaPlugin *plugin,
                  gint from, gint to,
                  MetaMotionDirection direction)
{
  MetaScreen *screen;
  MetaDefaultPluginPrivate *priv = META_DEFAULT_PLUGIN (plugin)->priv;
  GList        *l;
  ClutterActor *workspace0  = clutter_group_new ();
  ClutterActor *workspace1  = clutter_group_new ();
  ClutterActor *stage;
  int           screen_width, screen_height;
  ClutterAnimation *animation;

  screen = meta_plugin_get_screen (plugin);
  stage = meta_get_stage_for_screen (screen);

  meta_screen_get_size (screen,
                        &screen_width,
                        &screen_height);

  clutter_actor_set_anchor_point (workspace1,
                                  screen_width,
                                  screen_height);
  clutter_actor_set_position (workspace1,
                              screen_width,
                              screen_height);

  clutter_actor_set_scale (workspace1, 0.0, 0.0);

  clutter_container_add_actor (CLUTTER_CONTAINER (stage), workspace1);
  clutter_container_add_actor (CLUTTER_CONTAINER (stage), workspace0);

  if (from == to)
    {
      meta_plugin_switch_workspace_completed (plugin);
      return;
    }

  l = g_list_last (meta_get_window_actors (screen));

  while (l)
    {
      MetaWindowActor *window_actor = l->data;
      MetaWindow *window = meta_window_actor_get_meta_window (window_actor);
      MetaWorkspace   *workspace;
      ActorPrivate    *apriv	    = get_actor_private (window_actor);
      ClutterActor    *actor	    = CLUTTER_ACTOR (window_actor);
      gint             win_workspace;

      workspace = meta_window_get_workspace (window);
      win_workspace = meta_workspace_index (workspace);

      if (win_workspace == to || win_workspace == from)
        {
          apriv->orig_parent = clutter_actor_get_parent (actor);

          clutter_actor_reparent (actor,
				  win_workspace == to ? workspace1 : workspace0);
          clutter_actor_show_all (actor);
          clutter_actor_raise_top (actor);
        }
      else if (win_workspace < 0)
        {
          /* Sticky window */
          apriv->orig_parent = NULL;
        }
      else
        {
          /* Window on some other desktop */
          clutter_actor_hide (actor);
          apriv->orig_parent = NULL;
        }

      l = l->prev;
    }

  priv->desktop1 = workspace0;
  priv->desktop2 = workspace1;

  animation = clutter_actor_animate (workspace0, CLUTTER_EASE_IN_SINE,
                                     SWITCH_TIMEOUT,
                                     "scale-x", 1.0,
                                     "scale-y", 1.0,
                                     NULL);
  priv->tml_switch_workspace1 = clutter_animation_get_timeline (animation);
  g_signal_connect (priv->tml_switch_workspace1,
                    "completed",
                    G_CALLBACK (on_switch_workspace_effect_complete),
                    plugin);

  animation = clutter_actor_animate (workspace1, CLUTTER_EASE_IN_SINE,
                                     SWITCH_TIMEOUT,
                                     "scale-x", 0.0,
                                     "scale-y", 0.0,
                                     NULL);
  priv->tml_switch_workspace2 = clutter_animation_get_timeline (animation);
}
Beispiel #18
0
static void
on_monitors_changed (MetaScreen *screen,
                     MetaPlugin *plugin)
{
  MetaDefaultPlugin *self = META_DEFAULT_PLUGIN (plugin);
  __attribute__ ((unused)) ClutterAnimation *animation;
  int i, n;
  gchar *wallpaper = NULL;
  GFile *wallpaper_file = NULL;
  gchar *filename = NULL;
  GDesktopBackgroundStyle style;
  GDesktopBackgroundShading  shading_direction;
  ClutterColor primary_color;
  ClutterColor secondary_color;
  gboolean random_colour = FALSE;

  clutter_actor_destroy_all_children (self->priv->background_group);

  wallpaper = g_settings_get_string (self->priv->settings, PICTURE_URI_KEY);
  /* We don't currently support slideshows */
  if (!wallpaper || g_str_has_suffix(wallpaper, ".xml"))
    random_colour = TRUE;
  else {
    gchar *color_str;

    /* Shading direction*/
    shading_direction = g_settings_get_enum (self->priv->settings, COLOR_SHADING_TYPE_KEY);

    /* Primary color */
    color_str = g_settings_get_string (self->priv->settings, PRIMARY_COLOR_KEY);
    if (color_str)
    {
      clutter_color_from_string (&primary_color, color_str);
      g_free (color_str);
      color_str = NULL;
    }
      
    /* Secondary color */
    color_str = g_settings_get_string (self->priv->settings, SECONDARY_COLOR_KEY);
    if (color_str)
    {
      clutter_color_from_string (&secondary_color, color_str);
      g_free (color_str);
      color_str = NULL;
    }

    /* Picture options: "none", "wallpaper", "centered", "scaled", "stretched", "zoom", "spanned" */
    style = g_settings_get_enum (self->priv->settings, BACKGROUND_STYLE_KEY);

    wallpaper_file = g_file_new_for_uri(wallpaper);
    filename = g_file_get_path(wallpaper_file);
  }

  n = meta_screen_get_n_monitors (screen);

  for (i = 0; i < n; i++)
    {
      MetaBackground *content;
      MetaRectangle rect;
      ClutterActor *background;

      background = meta_background_actor_new ();

      content = meta_background_new (screen, 
                                     i, 
                                     META_BACKGROUND_EFFECTS_NONE);
      // Don't use rand() here, mesa calls srand() internally when
      // parsing the driconf XML, but it's nice if the colors are
      // reproducible.
      if (random_colour)
      {
        clutter_color_init (&primary_color,
          g_random_int () % 255,
          g_random_int () % 255,
          g_random_int () % 255,
          255);

        meta_background_load_color (content, &primary_color);
      } else {
        if (style == G_DESKTOP_BACKGROUND_STYLE_NONE ||
            g_str_has_suffix (filename, GNOME_COLOR_HACK))
        {
          if (shading_direction == G_DESKTOP_BACKGROUND_SHADING_SOLID)
            meta_background_load_color (content, &primary_color);
          else
            meta_background_load_gradient (content,
                                           shading_direction,
                                           &primary_color,
                                           &secondary_color);
        } else {
          /* Set the background */
          meta_background_load_file_async (content,
                                           filename,
                                           style,
                                           NULL, /*TODO use cancellable*/
                                           background_load_file_cb,
                                           self);
        }
      }

      clutter_actor_set_content (background, CLUTTER_CONTENT (content));
      g_object_unref (content);

      meta_screen_get_monitor_geometry (screen, i, &rect);

      clutter_actor_set_position (background, rect.x, rect.y);
      clutter_actor_set_size (background, rect.width, rect.height);
      clutter_actor_add_child (self->priv->background_group, background);
      clutter_actor_set_scale (background, 0.0, 0.0);
      clutter_actor_show (background);
      clutter_actor_set_pivot_point (background, 0.5, 0.5);

      /* Ease in the background using a scale effect */
      animation = clutter_actor_animate (background, CLUTTER_EASE_IN_SINE,
                                         BACKGROUND_TIMEOUT,
                                         "scale-x", 1.0,
                                         "scale-y", 1.0,
                                         NULL);
    }
    if (wallpaper_file)
      g_object_unref(wallpaper_file);
    g_free(wallpaper);
    g_free(filename);
}
Beispiel #19
0
static void
gnibbles_board_load_level (GnibblesBoard *board)
{
  gint i,j;
  gint x_pos, y_pos;
  ClutterActor *tmp;
  gboolean is_wall = TRUE;

  if (board->level) {
    clutter_group_remove_all (CLUTTER_GROUP (board->level));
    clutter_container_remove_actor (CLUTTER_CONTAINER (stage), board->level);
  }

  board->level = clutter_group_new ();

  /* Load wall_pixmaps onto the surface*/
  for (i = 0; i < BOARDHEIGHT; i++) {
    y_pos = i * properties->tilesize;
    for (j = 0; j < BOARDWIDTH; j++) {
      is_wall = TRUE;
      switch (board->walls[j][i]) {
        case 'a': // empty space
          is_wall = FALSE;
          break; // break right away
        case 'b': // straight up
          tmp = gtk_clutter_texture_new_from_pixbuf (wall_pixmaps[0]);
          break;
        case 'c': // straight side
          tmp = gtk_clutter_texture_new_from_pixbuf (wall_pixmaps[1]);
          break;
        case 'd': // corner bottom left
          tmp = gtk_clutter_texture_new_from_pixbuf (wall_pixmaps[2]);
          break;
        case 'e': // corner bottom right
          tmp = gtk_clutter_texture_new_from_pixbuf (wall_pixmaps[3]);
          break;
          case 'f': // corner up left
          tmp = gtk_clutter_texture_new_from_pixbuf (wall_pixmaps[4]);
          break;
        case 'g': // corner up right
          tmp = gtk_clutter_texture_new_from_pixbuf (wall_pixmaps[5]);
          break;
        case 'h': // tee up
          tmp = gtk_clutter_texture_new_from_pixbuf (wall_pixmaps[6]);
          break;
        case 'i': // tee right
          tmp = gtk_clutter_texture_new_from_pixbuf (wall_pixmaps[7]);
          break;
        case 'j': // tee left
          tmp = gtk_clutter_texture_new_from_pixbuf (wall_pixmaps[8]);
          break;
        case 'k': // tee down
          tmp = gtk_clutter_texture_new_from_pixbuf (wall_pixmaps[9]);
          break;
        case 'l': // cross
          tmp = gtk_clutter_texture_new_from_pixbuf (wall_pixmaps[10]);
          break;
        default:
          is_wall = FALSE;
          break;
      }

      if (is_wall) {
        x_pos = j * properties->tilesize;

        clutter_actor_set_size (CLUTTER_ACTOR(tmp),
                                properties->tilesize,
                                properties->tilesize);

        clutter_actor_set_position (CLUTTER_ACTOR (tmp), x_pos, y_pos);
        clutter_actor_show (CLUTTER_ACTOR (tmp));
        clutter_container_add_actor (CLUTTER_CONTAINER (board->level),
                                     CLUTTER_ACTOR (tmp));
      }
    }
  }

  clutter_container_add_actor (CLUTTER_CONTAINER (stage), board->level);
  clutter_actor_raise (board->level, board->surface);

  clutter_actor_set_opacity (board->level, 0);
  clutter_actor_set_scale (CLUTTER_ACTOR (board->level), 0.2, 0.2);
  clutter_actor_animate (board->level, CLUTTER_EASE_OUT_BOUNCE, 1210,
                         "opacity", 0xff,
                         "fixed::scale-gravity", CLUTTER_GRAVITY_CENTER,
                         "scale-x", 1.0,
                         "scale-y", 1.0,
                         NULL);
}
Beispiel #20
0
static void
render_logo (void)
{
  ClutterActor *image;
  ClutterActor *text, *text_shadow;
  ClutterActor *desc, *desc_shadow;
  ClutterColor actor_color = {0xff,0xff,0xff,0xff};
  ClutterColor shadow_color = {0x00, 0x00, 0x00, 0x88};
  ClutterActor *text_group;
  static gint width, height;
  gint size;
  gfloat stage_w, stage_h;
  PangoFontDescription *pfd;
  PangoLayout *layout;
  PangoContext *context;

  gchar *nibbles = _("Nibbles");
  /* Translators: This string will be included in the intro screen, so don't make sure it fits! */
  gchar *description = _("A worm game for MATE.");

  logo = clutter_group_new ();
  text_group = clutter_group_new ();

  if (!logo_pixmap)
    gnibbles_load_logo (properties->tilesize);

  image = gtk_clutter_texture_new_from_pixbuf (logo_pixmap);

  stage_w = board->width * properties->tilesize;
  stage_h = board->height * properties->tilesize;

  clutter_actor_set_size (CLUTTER_ACTOR (image), stage_w, stage_h);

  clutter_actor_set_position (CLUTTER_ACTOR (image), 0, 0);
  clutter_actor_show (image);

  text = clutter_text_new ();
  clutter_text_set_color (CLUTTER_TEXT (text), &actor_color);

  context = gdk_pango_context_get ();
  layout = clutter_text_get_layout (CLUTTER_TEXT (text));
  pfd = pango_context_get_font_description (context);
  size = pango_font_description_get_size (pfd);

  pango_font_description_set_size (pfd, (size * stage_w) / 100);
  pango_font_description_set_family (pfd, "Sans");
  pango_font_description_set_weight(pfd, PANGO_WEIGHT_BOLD);
  pango_layout_set_font_description (layout, pfd);
  pango_layout_set_text (layout, nibbles, -1);
  pango_layout_get_pixel_size (layout, &width, &height);

  text_shadow = clutter_text_new ();
  clutter_text_set_color (CLUTTER_TEXT (text_shadow), &shadow_color);

  layout = clutter_text_get_layout (CLUTTER_TEXT (text_shadow));
  pango_layout_set_font_description (layout, pfd);
  pango_layout_set_text (layout, nibbles, -1);

  clutter_actor_set_position (CLUTTER_ACTOR (text),
                              (stage_w - width) * 0.5 ,
                              stage_h * .72);
  clutter_actor_set_position (CLUTTER_ACTOR (text_shadow),
                              (stage_w - width) * 0.5 + 5,
                              stage_h * .72 + 5);

  desc = clutter_text_new ();
  layout = clutter_text_get_layout (CLUTTER_TEXT (desc));

  clutter_text_set_color (CLUTTER_TEXT (desc), &actor_color);
  pango_font_description_set_size (pfd, (size * stage_w) / 400);
  pango_layout_set_font_description (layout, pfd);
  pango_layout_set_text (layout, description, -1);
  pango_layout_get_pixel_size(layout, &width, &height);

  desc_shadow = clutter_text_new ();
  layout = clutter_text_get_layout (CLUTTER_TEXT (desc_shadow));
  clutter_text_set_color (CLUTTER_TEXT (desc_shadow), &shadow_color);

  pango_font_description_set_size (pfd, (size * stage_w) / 400);
  pango_layout_set_font_description (layout, pfd);
  pango_layout_set_text (layout, description, -1);

  clutter_actor_set_position (CLUTTER_ACTOR (desc),
                              (stage_w - width) * 0.5,
                              stage_h* .93);
  clutter_actor_set_position (CLUTTER_ACTOR (desc_shadow),
                              (stage_w - width) * 0.5 + 3,
                              stage_h * .93 + 3);

  clutter_container_add (CLUTTER_CONTAINER (text_group),
                         CLUTTER_ACTOR (text_shadow),
                         CLUTTER_ACTOR (text),
                         CLUTTER_ACTOR (desc_shadow),
                         CLUTTER_ACTOR (desc),
                         NULL);
  clutter_container_add (CLUTTER_CONTAINER (logo),
                         CLUTTER_ACTOR (image),
                         CLUTTER_ACTOR (text_group),
                         NULL);

  clutter_actor_set_opacity (CLUTTER_ACTOR (text_group), 0);
  clutter_actor_set_scale (CLUTTER_ACTOR (text_group), 0.0, 0.0);
  clutter_actor_animate (text_group, CLUTTER_EASE_OUT_CIRC, 800,
                          "opacity", 0xff,
                          "scale-x", 1.0,
                          "scale-y", 1.0,
                          "fixed::scale-center-y", stage_w / 2,
                          "fixed::scale-center-x", stage_h / 2,
                          NULL);

  clutter_container_add_actor (CLUTTER_CONTAINER (stage),
                               CLUTTER_ACTOR (logo));
}
Beispiel #21
0
/* Private functions */
static void
ensure_layout (AstroAppview *view)
{
  AstroAppviewPrivate *priv;
  GList *l;
  gint groupx = 0;
  gint center = 0;
  gint i = 0;
  
  priv = view->priv;

  groupx = clutter_actor_get_x (CLUTTER_ACTOR (view));
  center = CSW()/2;

  l = clutter_container_get_children (CLUTTER_CONTAINER (view));
  for (l = l; l; l = l->next)
    {
      ClutterActor *icon = l->data;
      gint realx, diff, y_diff;;
      gfloat scale;

      realx = clutter_actor_get_x (icon) + groupx;
      
      if (realx > center && realx < CSW ())
        {
          diff = center - (realx - center);
        }
      else if (realx > 0 && realx <= center)
        {
          diff = realx;
        }
      else
        {
          diff = 0;
        }
  
      scale = (gfloat)diff/center;
      scale = 0.2 + (0.8 * scale);
      clutter_actor_set_scale (icon, scale, scale);

      if (realx < center)
        {
          gfloat angle, sine;

          angle = scale * (3.14*2);
          sine = sin (0.5 *angle);
          
          y_diff = (CSH()/2) + (VARIANCE * sine);
        }
      else
        {
          gfloat angle, sine;

          angle = scale * (3.14*2);
          sine = sin (0.5*angle);
          
          y_diff = (CSH()/2) - (VARIANCE * sine);

        }
      clutter_actor_set_y (icon, y_diff);
      
      astro_appicon_set_blur (ASTRO_APPICON (icon), (1.0 - scale) * MAX_BLUR);

      i++;
    }
}
Beispiel #22
0
int
main (int argc, char *argv[])
{
  ClutterActor    *stage;
  ClutterActor    *label;
  int              w, h;
  int              row, col;
  float            scale = 1.0f;

  g_setenv ("CLUTTER_VBLANK", "none", FALSE);
  g_setenv ("CLUTTER_DEFAULT_FPS", "1000", FALSE);

  if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
    return 1;

  if (argc != 3)
    {
      g_printerr ("Usage test-text-perf FONT_SIZE N_CHARS\n");
      exit (1);
    }

  font_size = atoi (argv[1]);
  n_chars = atoi (argv[2]);

  g_print ("Monospace %dpx, string length = %d\n", font_size, n_chars);

  stage = clutter_stage_new ();
  clutter_actor_set_size (stage, STAGE_WIDTH, STAGE_HEIGHT);
  clutter_stage_set_color (CLUTTER_STAGE (stage), CLUTTER_COLOR_Black);
  clutter_stage_set_title (CLUTTER_STAGE (stage), "Text Performance");

  g_signal_connect (stage, "paint", G_CALLBACK (on_paint), NULL);

  label = create_label ();
  w = clutter_actor_get_width (label);
  h = clutter_actor_get_height (label);

  /* If the label is too big to fit on the stage then scale it so that
     it will fit */
  if (w > STAGE_WIDTH || h > STAGE_HEIGHT)
    {
      float x_scale = STAGE_WIDTH / (float) w;
      float y_scale = STAGE_HEIGHT / (float) h;

      if (x_scale < y_scale)
        {
          scale = x_scale;
          cols = 1;
          rows = STAGE_HEIGHT / (h * scale);
        }
      else
        {
          scale = y_scale;
          cols = STAGE_WIDTH / (w * scale);
          rows = 1;
        }

      g_print ("Text scaled by %f to fit on the stage\n", scale);
    }
  else
    {
      cols = STAGE_WIDTH / w;
      rows = STAGE_HEIGHT / h;
    }

  clutter_actor_destroy (label);

  for (row=0; row<rows; row++)
    for (col=0; col<cols; col++)
      {
	label = create_label();
        clutter_actor_set_scale (label, scale, scale);
	clutter_actor_set_position (label, w * col * scale, h * row * scale);
	clutter_container_add_actor (CLUTTER_CONTAINER (stage), label);
      }

  clutter_actor_show_all (stage);

  clutter_threads_add_idle (queue_redraw, stage);

  clutter_main ();

  return 0;
}
Beispiel #23
0
static void
on_monitors_changed (MetaScreen *screen,
                     MetaPlugin *plugin)
{
  MetaDefaultPlugin *self = META_DEFAULT_PLUGIN (plugin);
  __attribute__ ((unused)) ClutterAnimation *animation;
  int i, n;
  gchar *wallpaper = NULL;
  GFile *wallpaper_file = NULL;
  gchar *filename = NULL;
  gboolean random_colour = FALSE;

  clutter_actor_destroy_all_children (self->priv->background_group);

  wallpaper = g_settings_get_string(self->priv->settings, PICTURE_KEY);
  if (!wallpaper)
      random_colour = TRUE;
  else {
      wallpaper_file = g_file_new_for_uri(wallpaper);
      filename = g_file_get_path(wallpaper_file);
  }
      

  n = meta_screen_get_n_monitors (screen);
  for (i = 0; i < n; i++)
    {
      MetaRectangle rect;
      ClutterActor *background;
      ClutterColor color;

      meta_screen_get_monitor_geometry (screen, i, &rect);

      /* Don't use rand() here, mesa calls srand() internally when
         parsing the driconf XML, but it's nice if the colors are
         reproducible.
      */
      if (random_colour) {
            background = meta_background_actor_new ();
            clutter_color_init (&color,
                          g_random_int () % 255,
                          g_random_int () % 255,
                          g_random_int () % 255,
                          255);
            clutter_actor_set_background_color (background, &color);
      } else {
            /* Set the background */
            background = clutter_texture_new_from_file(filename, NULL);
      }

      clutter_actor_set_position (background, rect.x, rect.y);
      clutter_actor_set_size (background, rect.width, rect.height);
      clutter_actor_add_child (self->priv->background_group, background);
      clutter_actor_set_scale (background, 0.0, 0.0);
      clutter_actor_show (background);
      clutter_actor_move_anchor_point_from_gravity (background,
                                                    CLUTTER_GRAVITY_CENTER);
      /* Ease in the background using a scale effect */
      animation = clutter_actor_animate (background, CLUTTER_EASE_IN_SINE,
                                         BACKGROUND_TIMEOUT,
                                         "scale-x", 1.0,
                                         "scale-y", 1.0,
                                         NULL);
    }
    if (wallpaper_file)
      g_object_unref(wallpaper_file);
    g_free(wallpaper);
    g_free(filename);
}
Beispiel #24
0
void
call_activate (App *app)
{
  gint i;
  gfloat x, y;
  ClutterAnimation *anim;
  ClutterAlpha     *alpha;

  /* zoom in the dialing window */
  clutter_actor_set_scale (app->screen_dial, 0.1, 0.1);
  clutter_actor_set_opacity (app->screen_dial, 0x66);
  clutter_actor_show_all (app->screen_dial);

  anim = clutter_actor_animate (app->screen_dial, CLUTTER_EASE_OUT_SINE, 150,
                                "opacity", 0xff,
                                "scale-x", 1.0,
                                "scale-y", 1.0,
                                NULL);
  alpha = clutter_animation_get_alpha (anim);

  /* Set up effects to shoot everything offscreen, synchronized with screen_dial animation */
  for (i=0; i<12; i++)
    {
      clutter_actor_set_position (app->buttons[i]->actor,
                                  app->buttons[i]->sx,
                                  app->buttons[i]->sy);

      switch ((i+1) % 3)
	  {
	  case 0:
            x = CSW + clutter_actor_get_width (app->buttons[i]->actor) / 2;
	    y = app->buttons[i]->sy;
	    break;
	  case 1:
            x = -clutter_actor_get_width (app->buttons[i]->actor) / 2;
	    y = app->buttons[i]->sy;
	    break;
	  case 2:
	    x = app->buttons[i]->sx;
	    if (i < 3)
              y = -clutter_actor_get_height (app->buttons[i]->actor) / 2;
	    else
              y = CSH + clutter_actor_get_height (app->buttons[i]->actor) / 2;
	    break;
	  }

      clutter_actor_animate_with_alpha (app->buttons[i]->actor, alpha,
                                        "opacity", 0x00,
                                        "x", x,
                                        "y", y,
			                NULL);
    }

  clutter_actor_set_position (app->dpy, app->dpyx, app->dpyy);
  clutter_actor_animate_with_alpha(app->dpy, alpha,
                                   "x", (float)app->dpyx,
                                   "y", -clutter_actor_get_height (app->dpy),
                                   "signal-after::completed",
                                     on_call_activate_complete,
                                     app,
                                   NULL);
}
Beispiel #25
0
/*
 * Simple map handler: it applies a scale effect which must be reversed on
 * completion).
 */
static void
map (MetaPlugin *plugin, MetaWindowActor *window_actor)
{
  MetaWindowType type;
  ClutterActor *actor = CLUTTER_ACTOR (window_actor);
  MetaWindow *meta_window = meta_window_actor_get_meta_window (window_actor);

  type = meta_window_get_window_type (meta_window);

  if (type == META_WINDOW_NORMAL || type == META_WINDOW_DIALOG ||
      type == META_WINDOW_MODAL_DIALOG)
  {
      ClutterAnimation *animation;
      EffectCompleteData *data = g_new0 (EffectCompleteData, 1);
      ActorPrivate *apriv = get_actor_private (window_actor);

      clutter_actor_move_anchor_point_from_gravity (actor,
                                                    CLUTTER_GRAVITY_CENTER);
      clutter_actor_set_scale (actor, MAP_SCALE, MAP_SCALE);
      clutter_actor_set_opacity (actor, 0);
      clutter_actor_show (actor);

      animation = clutter_actor_animate (actor,
                                         CLUTTER_EASE_IN_SINE,
                                         MAP_TIMEOUT,
                                         "scale-x", 1.0,
                                         "scale-y", 1.0,
                                         "opacity", 255,
                                         NULL);
      apriv->tml_map = clutter_animation_get_timeline (animation);
      data->actor = actor;
      data->plugin = plugin;
      g_signal_connect (apriv->tml_map, "completed",
                        G_CALLBACK (on_map_effect_complete),
                        data);

      apriv->is_minimized = FALSE;

  } else if (type == META_WINDOW_DOCK)
  {
      /* For context menus (popup/dropdown) we fade the menu in */
      ClutterAnimation *animation;
      EffectCompleteData *data = g_new0 (EffectCompleteData, 1);
      ActorPrivate *apriv = get_actor_private (window_actor);

      clutter_actor_set_opacity (actor, 0);
      clutter_actor_show (actor);

      animation = clutter_actor_animate (actor,
                                         CLUTTER_EASE_IN_SINE,
                                         MAP_TIMEOUT,
                                         "opacity", 255,
                                         NULL);
      apriv->tml_map = clutter_animation_get_timeline (animation);
      data->actor = actor;
      data->plugin = plugin;
      g_signal_connect (apriv->tml_map, "completed",
                        G_CALLBACK (on_map_effect_complete),
                        data);

      apriv->is_minimized = FALSE;
  } else
    meta_plugin_map_completed (plugin, window_actor);
}
static void rc_sync_actor(RendererClutter *rc)
{
	PixbufRenderer *pr = rc->pr;
	gint anchor_x = 0;
	gint anchor_y = 0;
	gint rot_z = 0;
	gint rot_y = 0;

	clutter_actor_set_anchor_point(CLUTTER_ACTOR(rc->texture), 0, 0);

	DEBUG_3("scale %d %d", rc->pr->width, rc->pr->height);
	DEBUG_3("pos   %d %d", rc->pr->x_offset, rc->pr->y_offset);

	clutter_actor_set_scale(CLUTTER_ACTOR(rc->texture),
			        (gfloat)pr->width / pr->image_width,
			        (gfloat)pr->height / pr->image_height);

	switch (pr->orientation)
		{
		case EXIF_ORIENTATION_TOP_LEFT:
			/* 1 - Horizontal (normal)  */
			break;
		case EXIF_ORIENTATION_TOP_RIGHT:
			/* 2 - Mirror horizontal */
			rot_y = 180;
			anchor_x = pr->width;
			break;
		case EXIF_ORIENTATION_BOTTOM_RIGHT:
			/* 3 - Rotate 180 */
			rot_z = 180;
			anchor_x = pr->width;
			anchor_y = pr->height;
			break;
		case EXIF_ORIENTATION_BOTTOM_LEFT:
			/* 4 - Mirror vertical */
			rot_z = 180;
			rot_y = 180;
			anchor_y = pr->height;
			break;
		case EXIF_ORIENTATION_LEFT_TOP:
			/* 5 - Mirror horizontal and rotate 270 CW */
			rot_z = 270;
			rot_y = 180;
			break;
		case EXIF_ORIENTATION_RIGHT_TOP:
			/* 6 - Rotate 90 CW */
			rot_z = 90;
			anchor_x = pr->width;
			break;
		case EXIF_ORIENTATION_RIGHT_BOTTOM:
			/* 7 - Mirror horizontal and rotate 90 CW */
			rot_z = 90;
			rot_y = 180;
			anchor_x = pr->width;
			anchor_y = pr->height;
			break;
		case EXIF_ORIENTATION_LEFT_BOTTOM:
			/* 8 - Rotate 270 CW */
			rot_z = 270;
			anchor_y = pr->height;
			break;
		default:
			/* The other values are out of range */
			break;
		}

	clutter_actor_set_rotation(	CLUTTER_ACTOR(rc->texture),
								CLUTTER_Z_AXIS,
								rot_z, 0, 0, 0);
	clutter_actor_set_rotation(	CLUTTER_ACTOR(rc->texture),
								CLUTTER_Y_AXIS,
								rot_y, 0, 0, 0);

	clutter_actor_set_position(CLUTTER_ACTOR(rc->texture),
				pr->x_offset - pr->x_scroll + anchor_x,
				pr->y_offset - pr->y_scroll + anchor_y);

}
static void
mnb_zones_preview_completed_cb (ClutterAnimation *animation,
                                MnbZonesPreview  *preview)
{
  MnbZonesPreviewPrivate *priv = preview->priv;

  switch (priv->anim_phase)
    {
    case MNB_ZP_STATIC:
      /* Start zooming out */
      priv->anim_phase = MNB_ZP_ZOOM_OUT;
      mnb_zones_preview_enable_fanciness (preview, TRUE);

	  clutter_actor_save_easing_state (CLUTTER_ACTOR(preview));
	  clutter_actor_set_easing_duration (CLUTTER_ACTOR(preview), 220);
	  clutter_actor_set_easing_mode(CLUTTER_ACTOR(preview), CLUTTER_EASE_IN_SINE);
	  clutter_actor_set_scale(CLUTTER_ACTOR(preview), 0.3f, 0.3f);
      clutter_actor_restore_easing_state (CLUTTER_ACTOR(preview));

      break;

    case MNB_ZP_ZOOM_OUT:
      /* Start panning */
      {
        guint duration = 175 * abs (priv->dest_workspace - priv->workspace);

        if (duration)
          {
            priv->anim_phase = MNB_ZP_PAN;

			clutter_actor_save_easing_state (CLUTTER_ACTOR(preview));
			clutter_actor_set_easing_duration (CLUTTER_ACTOR(preview), duration);
			clutter_actor_set_easing_mode(CLUTTER_ACTOR(preview), CLUTTER_LINEAR);
			clutter_actor_set_scale(CLUTTER_ACTOR(preview), (gdouble)priv->dest_workspace, (gdouble)priv->dest_workspace);
			clutter_actor_restore_easing_state (CLUTTER_ACTOR(preview));

            break;
          }
        /* If duration == 0, fall through here to the next phase*/
      }
    case MNB_ZP_PAN:
      /* Start zooming in */
      mnb_zones_preview_enable_fanciness (preview, FALSE);
      priv->anim_phase = MNB_ZP_ZOOM_IN;
      clutter_actor_save_easing_state (CLUTTER_ACTOR(preview));
	  clutter_actor_set_easing_duration (CLUTTER_ACTOR(preview), 250);
	  clutter_actor_set_easing_mode(CLUTTER_ACTOR(preview), CLUTTER_EASE_OUT_CUBIC);
	  clutter_actor_set_scale(CLUTTER_ACTOR(preview), 1.0f, 1.0f);
	  clutter_actor_restore_easing_state (CLUTTER_ACTOR(preview));
      break;

    case MNB_ZP_ZOOM_IN:
      /* Complete the animation */
      priv->anim_phase = MNB_ZP_STATIC;
      g_signal_emit (preview, signals[SWITCH_COMPLETED], 0);
      return;

    default:
      g_warning (G_STRLOC ": This shouldn't happen");
      return;
    }

  animation = clutter_actor_get_animation (CLUTTER_ACTOR (preview));
  g_signal_connect_after (animation, "completed",
                          G_CALLBACK (mnb_zones_preview_completed_cb), preview);
}
Animation::Animation(ClutterActor *stage, TCLControl *tcl) {
    printf("Building animation tools...\n");

    //====================
    // On screen display:

    // Build the Actor that will display what's going to the lights:
    lightDisplay = clutter_actor_new();

    // Build the color delegate for the lightDisplay's content/texture:
    colors = clutter_image_new();

    // Error object for GDK/Clutter calls that need them
    error = NULL;

    // Load image data from some other data source...:
    // guchar *data =
    // GdkPixbuf *pixbuf = gdk_pixbuf_new_from_data(data);

    // Load image data from a file:
//    const char *img_path = "./wut.png";
//    GdkPixbuf *pixbuf = gdk_pixbuf_new_from_file_at_size (img_path, WIDTH, HEIGHT, &error);

    // Build the color buffer we'll store the actual colors in:
    pixbuf = gdk_pixbuf_new(GDK_COLORSPACE_RGB, FALSE, 8, WIDTH, HEIGHT);
    pixels = gdk_pixbuf_get_pixels(pixbuf); // Grab it's pixels...
    rowstride = gdk_pixbuf_get_rowstride(pixbuf); // figure out the width of the buffer...

    // And put some RED into the buffer to start off with
    for (int x = 0; x < WIDTH; x++) {
        for (int y = 0; y < HEIGHT; y++) {

            // Find the ADDRESS of each pixel in the pixbuf via the raw char buffer we built...
            // and bind it to a pointer to a char...
            unsigned char *pixel = &pixels[y * rowstride + x * 3];

            // And directly update that memory location with a new color
            // This AUTOMATICALLY updates the color of the pixbuf!
            // It's just hitting the memory directly!
            pixel[0] = 255;//red
            pixel[1] = 0x0;//green
            pixel[2] = 0x0;//blue
        }
    }
    // Dump the colors from the color buffer into the ClutterContent delegate!
    if (pixbuf != NULL) {
        clutter_image_set_data(CLUTTER_IMAGE(colors),
                            gdk_pixbuf_get_pixels (pixbuf),
                            COGL_PIXEL_FORMAT_RGB_888,
                            gdk_pixbuf_get_width (pixbuf),
                            gdk_pixbuf_get_height (pixbuf),
                            gdk_pixbuf_get_rowstride (pixbuf),
                            &error);
    }

    // Tell the lightDisplay that it's content should be whatever we've dumped in the content delegate:
    clutter_actor_set_content(lightDisplay, colors);

    // Define the size of the On Screen Display:
    clutter_actor_set_x_expand(lightDisplay, TRUE);
    clutter_actor_set_y_expand(lightDisplay, TRUE);
    clutter_actor_set_position(lightDisplay, 0, WIDTH*(osd_scale+7)+WIDTH);
    clutter_actor_set_size(lightDisplay, WIDTH, HEIGHT);
    clutter_actor_set_scale(lightDisplay, osd_scale, osd_scale+7);
    clutter_actor_set_rotation_angle(lightDisplay, CLUTTER_Z_AXIS, -90);

    // Actually add that actor to the stage!
    clutter_actor_add_child(stage, lightDisplay);

    // Allow for UI events on this crazy thing!
    clutter_actor_set_reactive(lightDisplay, TRUE);

    // Wire up the event listener on this lightDisplay actor.
    TouchData *touch_data;
    touch_data = g_slice_new(TouchData); // reserve memory for it...
    touch_data->lightDisplay = lightDisplay; // Place the button actor itself inside the struct
    touch_data->tcl = tcl; // TCLControl *tcl is just a POINTER here (unlike in main.cpp)
    touch_data->animationNumber = &currentAnimation;

    // Actually wire up the events and set up the data structs that the events need to operate:
    g_signal_connect(lightDisplay, "touch-event", G_CALLBACK(handleTouchEvents), touch_data);
    g_signal_connect(lightDisplay, "button-press-event", G_CALLBACK(handleTouchEvents), touch_data);
    g_signal_connect(lightDisplay, "motion-event", G_CALLBACK(handleTouchEvents), touch_data);
    g_signal_connect(lightDisplay, "button-release-event", G_CALLBACK(handleTouchEvents), touch_data);

    // Set sane default values for the initial touch location
    input_y = 0;
    input_x = 0;

    // End On screen display
    //=============================
    // Shader setup and wirings:

    // Build the Actor that the shader will dump to directly:
    shaderOutput = clutter_actor_new();
    clutter_actor_set_position(shaderOutput, 0, 0);
    clutter_actor_set_size(shaderOutput, WIDTH-1, HEIGHT);
    clutter_actor_set_rotation_angle(shaderOutput, CLUTTER_Z_AXIS, -90);
    clutter_actor_set_rotation_angle(shaderOutput, CLUTTER_Y_AXIS, 180);
    clutter_actor_add_child(stage, shaderOutput);

    // Allocate the memory for the shader output buffer:
    // Figure out how big our buffer needs to be. *4 because four bytes per pixel (r, g, b, a) in shader land
    int shaderBufferSize = WIDTH * HEIGHT * 4;
    shaderBuffer = (guint8 *) malloc(shaderBufferSize); // malloc the buffer!!

    // Double check that we built the buffer correctly.
    if (shaderBuffer == NULL) {
        printf("OOPS! malloc error!\n");
    } else {
//        printf("We malloc'd %i bytes for your shaderBuffer. It points at: %p\n", shaderBufferSize, shaderBuffer);
//        printf(" The Rowstride on the shaderBuffer is %i\n", rowstride);
    }


    // init shader TEXTURES!
    // Populate the noiseImage:
//    const char *textureFile = "images/text_noise.png";
//    audiopixbuf = gdk_pixbuf_new_from_file (textureFile, NULL);


    // Init the audioImage that will store the FFT output for attaching to the actor
    error = NULL;
    audioImage = clutter_image_new ();
    audiopixbuf = gdk_pixbuf_new(GDK_COLORSPACE_RGB, FALSE, 8, WIDTH, HEIGHT );
    audioPixels = gdk_pixbuf_get_pixels(audiopixbuf); // Grab it's pixels...
    audioRowstride = gdk_pixbuf_get_rowstride(audiopixbuf); // figure out the width of the buffer...

    // Populate the audioImage with no data so we have a fresh start:
    for (int x = 0; x < WIDTH; x++) {
        for (int y = 0; y < HEIGHT; y++) {

            // Find the ADDRESS of each pixel in the pixbuf via the raw char buffer we built...
            // and bind it to a pointer to a char...
            unsigned char *pixel = &audioPixels[y * audioRowstride + x * 3];

            // And directly update that memory location with a new color
            // This AUTOMATICALLY updates the color of the pixbuf!
            // It's just hitting the memory directly!
            pixel[0] = getrand(0,255);//((int)(samples[x]*max)) & 0xff;   // low bits...
            pixel[1] = getrand(0,255);//((int)(samples[x]*max)) & 0xff00; // high bits.
            pixel[2] = getrand(0,255);     // some random value could be used for noise...
        }
    }

    // Actually load our color onto the actor
    clutter_image_set_data (CLUTTER_IMAGE (audioImage),
                            gdk_pixbuf_get_pixels (audiopixbuf),
                            COGL_PIXEL_FORMAT_RGB_888,
                            gdk_pixbuf_get_width (audiopixbuf),
                            gdk_pixbuf_get_height (audiopixbuf),
                            gdk_pixbuf_get_rowstride (audiopixbuf),
                            &error);
//    g_object_unref (audiopixbuf); // we want to reuse this... don't dereference that memory yet...
    clutter_actor_set_content (shaderOutput, audioImage);
    //clutter_actor_set_content_gravity (shaderOutput, CLUTTER_CONTENT_GRAVITY_TOP_RIGHT);

//    audioTexture[0] = 0.25;
//    srand(time(NULL));
//    for (i=0; i<noiseTextureSize; i++) {
//        noiseTexture[i] = getrandf();
//    }

    // Make sure we don't have a current shader so we don't break the update loop:
    shaderLoaded = false;
    currentSpeed = 100;




    // Once we have all that set up, we still need to START THE ACTUAL ANIMATION!!
    // To do that, we'll need to use the event chain/callback system we have been using so far.
    // Get ready to hand this display chunk in to the animation event:
    AnimationData *data;
    data = g_slice_new(AnimationData); // reserve memory for it...
    data->tcl = tcl; // tcl is an pointer to the main TCLControl object.
    data->animationNumber = &currentAnimation;
    data->animationObject = this;

    // The clutter timeline object takes a "duration" in milliseconds...
    timeline = clutter_timeline_new(1);
    g_signal_connect(timeline, "new-frame", G_CALLBACK(handleNewFrame), data);

    // which will just continue repeating:
    clutter_timeline_set_repeat_count(timeline, -1);

    // This actually starts the timeline animation!
    clutter_timeline_start(timeline);

    // Generate the list of known shaders:
    buildShaderList();

    // Load the first shader so we do not get a black screen:
    currentShader = 0; // Set the inital shader to load (usually, first in the directory)
    updateCurrentShader();

}