Esempio n. 1
0
static void
gml_gtk_widget_create_rect (ClutterActor *parent, JsonObject *obj)
{
    GList *l = NULL;
    GList *p = NULL;
    ClutterColor color = { 0x00, 0x00, 0x00, 0xff };
    ClutterActor *rect = clutter_rectangle_new ();

    l = json_object_get_members (obj);

    for (p = l; p; p = p->next) {
        if (!strcmp (p->data, "width")) {
            clutter_actor_set_width (rect, (float)json_object_get_int_member (obj, p->data));
        } else if (!strcmp (p->data, "height")) {
            clutter_actor_set_height (rect, (float)json_object_get_int_member (obj, p->data));
        } else if (!strcmp (p->data, "x")) {
            clutter_actor_set_x (rect, (float)json_object_get_int_member (obj, p->data));
        } else if (!strcmp (p->data, "y")) {
            clutter_actor_set_y (rect, (float)json_object_get_int_member (obj, p->data));
        } else if (!strcmp (p->data, "color")) {
            clutter_color_from_string (&(color), json_object_get_string_member (obj, p->data));
            clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect), &color);
        } else if (!strcmp (p->data, "border.width")) {
            clutter_rectangle_set_border_width (CLUTTER_RECTANGLE (rect), json_object_get_int_member (obj, p->data));
        } else if (!strcmp (p->data, "border.color")) {
            clutter_color_from_string (&(color), json_object_get_string_member (obj, p->data));
            clutter_rectangle_set_border_color (CLUTTER_RECTANGLE (rect), &color);
        }
    }

    clutter_container_add_actor (CLUTTER_CONTAINER (parent), rect);
}
Esempio n. 2
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static void
on_drag_begin (ClutterDragAction   *action,
               ClutterActor        *actor,
               gfloat               event_x,
               gfloat               event_y,
               ClutterModifierType  modifiers)
{
  gboolean is_copy = (modifiers & CLUTTER_SHIFT_MASK) ? TRUE : FALSE;
  ClutterActor *drag_handle = NULL;

  if (is_copy)
    {
      ClutterActor *stage = clutter_actor_get_stage (actor);

      drag_handle = clutter_rectangle_new ();
      clutter_actor_set_size (drag_handle, 48, 48);

      clutter_rectangle_set_color (CLUTTER_RECTANGLE (drag_handle),
                                   CLUTTER_COLOR_DarkSkyBlue);

      clutter_container_add_actor (CLUTTER_CONTAINER (stage), drag_handle);
      clutter_actor_set_position (drag_handle, event_x, event_y);
    }
  else
    drag_handle = actor;

  clutter_drag_action_set_drag_handle (action, drag_handle);

  /* fully desaturate the actor */
  clutter_actor_animate (actor, CLUTTER_LINEAR, 150,
                         "@effects.disable.factor", 1.0,
                         NULL);
}
void
test_realized (TestConformSimpleFixture *fixture,
               gconstpointer             data)
{
  ClutterActor *actor;
  ClutterActor *stage;

  stage = clutter_stage_get_default ();

  actor = clutter_rectangle_new ();

  g_assert (!(CLUTTER_ACTOR_IS_REALIZED (actor)));

  clutter_actor_hide (actor); /* don't show, so won't map */
  clutter_container_add_actor (CLUTTER_CONTAINER (stage),
                               actor);
  clutter_actor_realize (actor);

  g_assert (CLUTTER_ACTOR_IS_REALIZED (actor));

  g_assert (!(CLUTTER_ACTOR_IS_MAPPED (actor)));
  g_assert (!(CLUTTER_ACTOR_IS_VISIBLE (actor)));

  clutter_actor_destroy (actor);
}
void
test_clone_no_map (TestConformSimpleFixture *fixture,
                   gconstpointer             data)
{
  ClutterActor *stage;
  ClutterActor *group;
  ClutterActor *actor;
  ClutterActor *clone;

  stage = clutter_stage_get_default ();

  group = clutter_group_new ();
  actor = clutter_rectangle_new ();

  clutter_actor_hide (group);

  clutter_container_add_actor (CLUTTER_CONTAINER (group), actor);
  clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);

  g_assert (!(CLUTTER_ACTOR_IS_MAPPED (group)));
  g_assert (!(CLUTTER_ACTOR_IS_MAPPED (actor)));

  clone = clutter_clone_new (group);

  clutter_container_add_actor (CLUTTER_CONTAINER (stage), clone);

  g_assert (CLUTTER_ACTOR_IS_MAPPED (clone));
  g_assert (!(CLUTTER_ACTOR_IS_MAPPED (group)));
  g_assert (!(CLUTTER_ACTOR_IS_MAPPED (actor)));

  clutter_actor_destroy (CLUTTER_ACTOR (clone));
  clutter_actor_destroy (CLUTTER_ACTOR (group));
}
Esempio n. 5
0
G_MODULE_EXPORT int
test_drag_main (int argc, char *argv[])
{
  ClutterActor *stage, *handle;
  ClutterAction *action;
  GError *error;

  error = NULL;
  clutter_init_with_args (&argc, &argv,
                          "test-drag",
                          entries,
                          NULL,
                          &error);
  if (error != NULL)
    {
      g_print ("Unable to run test-drag: %s\n", error->message);
      g_error_free (error);

      return EXIT_FAILURE;
    }

  stage = clutter_stage_new ();
  clutter_stage_set_title (CLUTTER_STAGE (stage), "Drag Test");
  clutter_actor_set_size (stage, 800, 600);
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  handle = clutter_rectangle_new ();
  clutter_rectangle_set_color (CLUTTER_RECTANGLE (handle),
                               CLUTTER_COLOR_SkyBlue);
  clutter_actor_set_size (handle, 128, 128);
  clutter_actor_set_position (handle, (800 - 128) / 2, (600 - 128) / 2);
  clutter_actor_set_reactive (handle, TRUE);
  clutter_container_add_actor (CLUTTER_CONTAINER (stage), handle);
  g_signal_connect (handle, "enter-event", G_CALLBACK (on_enter), NULL);
  g_signal_connect (handle, "leave-event", G_CALLBACK (on_leave), NULL);

  action = clutter_drag_action_new ();
  clutter_drag_action_set_drag_threshold (CLUTTER_DRAG_ACTION (action),
                                          x_drag_threshold,
                                          y_drag_threshold);
  clutter_drag_action_set_drag_axis (CLUTTER_DRAG_ACTION (action),
                                     get_drag_axis (drag_axis));

  g_signal_connect (action, "drag-begin", G_CALLBACK (on_drag_begin), NULL);
  g_signal_connect (action, "drag-end", G_CALLBACK (on_drag_end), NULL);

  clutter_actor_add_action (handle, action);

  clutter_actor_add_effect_with_name (handle, "disable", clutter_desaturate_effect_new (0.0));
  clutter_actor_add_effect_with_name (handle, "curl", clutter_page_turn_effect_new (0.0, 45.0, 12.0));

  clutter_actor_show (stage);

  clutter_main ();

  return EXIT_SUCCESS;
}
Esempio n. 6
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G_MODULE_EXPORT int
test_clip_main (int argc, char **argv)
{
  CallbackData data;
  ClutterActor *stub_actor, *label;
  gchar *file;

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

  data.current_clip.type = CLIP_NONE;
  data.clips = NULL;

  data.stage = clutter_stage_new ();
  clutter_stage_set_title (CLUTTER_STAGE (data.stage), "Clipping");
  g_signal_connect (data.stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  stub_actor = clutter_rectangle_new ();
  clutter_container_add (CLUTTER_CONTAINER (data.stage), stub_actor, NULL);

  file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
  data.hand = cogl_texture_new_from_file (file,
                                          COGL_TEXTURE_NONE,
                                          COGL_PIXEL_FORMAT_ANY,
                                          NULL);
  g_free (file);

  label = clutter_text_new_with_text ("Sans 12px", instructions);
  clutter_text_set_line_wrap (CLUTTER_TEXT (label), TRUE);
  clutter_actor_set_width (label, clutter_actor_get_width (data.stage) - 310);
  clutter_actor_set_y (label,
                       clutter_actor_get_height (data.stage)
                       - clutter_actor_get_height (label));
  clutter_container_add (CLUTTER_CONTAINER (data.stage), label, NULL);

  g_signal_connect (stub_actor, "paint", G_CALLBACK (on_paint), &data);

  g_signal_connect (data.stage, "button-press-event",
                    G_CALLBACK (on_button_press), &data);
  g_signal_connect (data.stage, "button-release-event",
                    G_CALLBACK (on_button_release), &data);
  g_signal_connect (data.stage, "motion-event",
                    G_CALLBACK (on_motion), &data);
  g_signal_connect (data.stage, "key-press-event",
                    G_CALLBACK (on_key_press), &data);

  clutter_actor_show (data.stage);

  clutter_main ();

  cogl_handle_unref (data.hand);

  free_clips (&data);

  return 0;
}
void
test_initial_state (TestConformSimpleFixture *fixture,
                    gconstpointer             data)
{
  ClutterActor *actor;

  actor = clutter_rectangle_new ();

  g_assert (!(CLUTTER_ACTOR_IS_REALIZED (actor)));
  g_assert (!(CLUTTER_ACTOR_IS_MAPPED (actor)));
  g_assert (!(CLUTTER_ACTOR_IS_VISIBLE (actor)));

  clutter_actor_destroy (actor);
}
Esempio n. 8
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static void
add_color_prop_base (ClutterActor *table,
                     const char *name,
                     ColorProp *prop,
                     const ClutterColor *value)
{
  int table_y = mx_table_get_row_count (MX_TABLE (table));
  ClutterActor *label;
  static const char *color_names[] = { "red", "green", "blue" };
  int i;

  label = mx_label_new_with_text (name);
  mx_table_add_actor (MX_TABLE (table), label, table_y, 0);
  prop->rect = clutter_rectangle_new ();
  clutter_rectangle_set_color (CLUTTER_RECTANGLE (prop->rect), value);
  clutter_actor_set_size (prop->rect, 20, 0);
  mx_table_add_actor (MX_TABLE (table), prop->rect, table_y++, 1);

  for (i = 0; i < G_N_ELEMENTS (color_names); i++)
    {
      ClutterActor *slider;
      char *label_name = g_strconcat (name, " ", color_names[i], NULL);
      ColorPropComp *prop_comp = g_slice_new (ColorPropComp);

      label = mx_label_new_with_text (label_name);
      mx_table_add_actor (MX_TABLE (table), label, table_y, 0);
      g_free (label_name);

      slider = mx_slider_new ();
      mx_table_add_actor (MX_TABLE (table), slider, table_y, 1);

      mx_slider_set_value (MX_SLIDER (slider),
                           ((guint8 *) value)[i] / 255.0f);

      prop_comp->comp_num = i;
      prop_comp->prop = prop;

      prop_comp->label = mx_label_new ();
      mx_table_add_actor (MX_TABLE (table), prop_comp->label, table_y, 2);
      update_prop_comp_label (prop_comp, ((guint8 *) value)[i]);

      g_signal_connect_data (slider, "notify::value",
                             G_CALLBACK (color_prop_value_cb),
                             prop_comp,
                             (GClosureNotify) color_prop_comp_free,
                             0);

      table_y++;
    }
}
void
test_map_recursive (TestConformSimpleFixture *fixture,
                    gconstpointer             data)
{
  ClutterActor *actor, *group;
  ClutterActor *stage;

  stage = clutter_stage_get_default ();

  group = clutter_group_new ();

  actor = clutter_rectangle_new ();

  clutter_actor_hide (group); /* hide at first */
  clutter_actor_show (actor); /* show at first */

  g_assert (!(CLUTTER_ACTOR_IS_REALIZED (group)));
  g_assert (!(CLUTTER_ACTOR_IS_REALIZED (actor)));
  g_assert (!(CLUTTER_ACTOR_IS_MAPPED (group)));
  g_assert (!(CLUTTER_ACTOR_IS_MAPPED (actor)));
  g_assert (!(CLUTTER_ACTOR_IS_VISIBLE (group)));
  g_assert ((CLUTTER_ACTOR_IS_VISIBLE (actor)));

  clutter_container_add_actor (CLUTTER_CONTAINER (stage),
                               group);
  clutter_container_add_actor (CLUTTER_CONTAINER (group),
                               actor);

  g_assert (!(CLUTTER_ACTOR_IS_REALIZED (group)));
  g_assert (!(CLUTTER_ACTOR_IS_REALIZED (actor)));
  g_assert (!(CLUTTER_ACTOR_IS_MAPPED (group)));
  g_assert (!(CLUTTER_ACTOR_IS_MAPPED (actor)));
  g_assert (!(CLUTTER_ACTOR_IS_VISIBLE (group)));
  g_assert ((CLUTTER_ACTOR_IS_VISIBLE (actor)));

  /* show group, which should map and realize both
   * group and child.
   */
  clutter_actor_show (group);
  g_assert (CLUTTER_ACTOR_IS_REALIZED (group));
  g_assert (CLUTTER_ACTOR_IS_REALIZED (actor));
  g_assert (CLUTTER_ACTOR_IS_MAPPED (group));
  g_assert (CLUTTER_ACTOR_IS_MAPPED (actor));
  g_assert (CLUTTER_ACTOR_IS_VISIBLE (group));
  g_assert (CLUTTER_ACTOR_IS_VISIBLE (actor));

  clutter_actor_destroy (group);
}
Esempio n. 10
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static
gboolean
action_add_rectangle (ClutterActor *action,
                      ClutterEvent *event,
                      gpointer      userdata)
{
  ClutterActor *group = CLUTTER_ACTOR (userdata);
  ClutterActor *box;

  box = clutter_rectangle_new ();
  clutter_actor_set_size (box, 100, 100);
  clutter_actor_set_position (box, event->button.x, event->button.y);
  clutter_group_add (CLUTTER_GROUP (group), box);

  return FALSE;
}
Esempio n. 11
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void
test_shown_not_parented (TestConformSimpleFixture *fixture,
                         gconstpointer             data)
{
  ClutterActor *actor;

  actor = clutter_rectangle_new ();

  clutter_actor_show (actor);

  g_assert (!CLUTTER_ACTOR_IS_REALIZED (actor));
  g_assert (!CLUTTER_ACTOR_IS_MAPPED (actor));
  g_assert (CLUTTER_ACTOR_IS_VISIBLE (actor));

  clutter_actor_destroy (actor);
}
Esempio n. 12
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void
test_show_on_set_parent (TestConformSimpleFixture *fixture,
                         gconstpointer             data)
{
  ClutterActor *actor, *group;
  gboolean show_on_set_parent;
  ClutterActor *stage;

  stage = clutter_stage_get_default ();

  group = clutter_group_new ();

  g_assert (!(CLUTTER_ACTOR_IS_VISIBLE (group)));

  clutter_container_add_actor (CLUTTER_CONTAINER (stage),
                               group);

  actor = clutter_rectangle_new ();
  g_object_get (G_OBJECT (actor),
                "show-on-set-parent", &show_on_set_parent,
                NULL);

  g_assert (!(CLUTTER_ACTOR_IS_VISIBLE (actor)));
  g_assert (show_on_set_parent == TRUE);

  clutter_group_add (group, actor);
  g_object_get (G_OBJECT (actor),
                "show-on-set-parent", &show_on_set_parent,
                NULL);

  g_assert (CLUTTER_ACTOR_IS_VISIBLE (actor));
  g_assert (show_on_set_parent == TRUE);

  g_object_ref (actor);
  clutter_actor_unparent (actor);
  g_object_get (G_OBJECT (actor),
                "show-on-set-parent", &show_on_set_parent,
                NULL);

  g_assert (!CLUTTER_ACTOR_IS_REALIZED (actor));
  g_assert (!CLUTTER_ACTOR_IS_MAPPED (actor));
  g_assert (CLUTTER_ACTOR_IS_VISIBLE (actor));
  g_assert (show_on_set_parent == TRUE);

  clutter_actor_destroy (actor);
  clutter_actor_destroy (group);
}
Esempio n. 13
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static void
droppable_group_init (DroppableGroup *group)
{
  clutter_actor_set_opacity (CLUTTER_ACTOR (group), 128);

  group->background = clutter_rectangle_new ();
  clutter_container_add_actor (CLUTTER_CONTAINER (group),
                               group->background);

  clutter_rectangle_set_color (CLUTTER_RECTANGLE (group->background),
                               &default_background_color);

  clutter_actor_set_size (group->background, 200, 200);

  g_signal_connect (group, "actor-added",
                    G_CALLBACK (on_actor_added), NULL);
}
Esempio n. 14
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static void
glide_theme_preview_actor_add_border (GlideThemePreviewActor *preview)
{
    ClutterActor *border = clutter_rectangle_new();
    ClutterColor trans = {0x00,0x00,0x00,0x00};
    ClutterColor grey = {0xdf,0xdf,0xdf,0xcc};

    clutter_rectangle_set_color (CLUTTER_RECTANGLE (border), &trans);
    clutter_rectangle_set_border_color (CLUTTER_RECTANGLE (border), &grey);

    clutter_rectangle_set_border_width (CLUTTER_RECTANGLE (border), 2);

    clutter_actor_set_size (border, 160, 120);
    clutter_actor_set_position (border, 0, 0);

    preview->priv->border = (ClutterActor *)g_object_ref ((GObject *)border);
}
Esempio n. 15
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static void
add_static_box (ClutterActor *group,
                gint          x,
                gint          y,
                gint          width,
                gint          height)
{
  ClutterActor *box;
  box = clutter_rectangle_new ();
  clutter_actor_set_size (box, width, height);
  clutter_actor_set_position (box, x, y);
  clutter_group_add (CLUTTER_GROUP (group), box);


  clutter_container_child_set (CLUTTER_CONTAINER (group), box,
                               "mode", CLUTTER_BOX2D_STATIC, NULL);

}
Esempio n. 16
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void
test_realize_not_recursive (TestConformSimpleFixture *fixture,
                            gconstpointer             data)
{
  ClutterActor *actor, *group;
  ClutterActor *stage;

  stage = clutter_stage_get_default ();

  group = clutter_group_new ();

  actor = clutter_rectangle_new ();

  clutter_actor_hide (group); /* don't show, so won't map */
  clutter_actor_hide (actor); /* don't show, so won't map */

  g_assert (!(CLUTTER_ACTOR_IS_REALIZED (group)));
  g_assert (!(CLUTTER_ACTOR_IS_REALIZED (actor)));

  clutter_container_add_actor (CLUTTER_CONTAINER (stage),
                               group);
  clutter_container_add_actor (CLUTTER_CONTAINER (group),
                               actor);

  clutter_actor_realize (group);

  g_assert (CLUTTER_ACTOR_IS_REALIZED (group));

  g_assert (!(CLUTTER_ACTOR_IS_MAPPED (group)));
  g_assert (!(CLUTTER_ACTOR_IS_VISIBLE (group)));

  /* realizing group did not realize the child */
  g_assert (!CLUTTER_ACTOR_IS_REALIZED (actor));
  g_assert (!(CLUTTER_ACTOR_IS_MAPPED (actor)));
  g_assert (!(CLUTTER_ACTOR_IS_VISIBLE (actor)));

  clutter_actor_destroy (group);
}
Esempio n. 17
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static void ease_selection_rectangle_make (EaseSelectionRectangle* self, ClutterRectangle** rect) {
#line 190 "ease-selection-rectangle.c"
	ClutterRectangle* _tmp0_;
	ClutterColor _tmp1_;
	ClutterColor _tmp2_;
#line 65 "ease-selection-rectangle.vala"
	g_return_if_fail (self != NULL);
#line 196 "ease-selection-rectangle.c"
	if (rect != NULL) {
		*rect = NULL;
	}
#line 67 "ease-selection-rectangle.vala"
	*rect = (_tmp0_ = g_object_ref_sink ((ClutterRectangle*) clutter_rectangle_new ()), _g_object_unref0 (*rect), _tmp0_);
#line 68 "ease-selection-rectangle.vala"
	clutter_rectangle_set_color (*rect, (_tmp1_ = EASE_SELECTION_RECTANGLE_INNER_COLOR, &_tmp1_));
#line 69 "ease-selection-rectangle.vala"
	clutter_rectangle_set_border_color (*rect, (_tmp2_ = EASE_SELECTION_RECTANGLE_OUTER_COLOR, &_tmp2_));
#line 70 "ease-selection-rectangle.vala"
	clutter_rectangle_set_border_width (*rect, (guint) EASE_SELECTION_RECTANGLE_BORDER);
#line 71 "ease-selection-rectangle.vala"
	clutter_container_add_actor ((ClutterContainer*) self, (ClutterActor*) (*rect));
#line 210 "ease-selection-rectangle.c"
}
Esempio n. 18
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static ClutterActor *
create_source (void)
{
  int x, y;
  ClutterActor *group = clutter_group_new ();

  /* Create a group with a different coloured rectangle at each
     corner */
  for (y = 0; y < SOURCE_DIVISIONS_Y; y++)
    for (x = 0; x < SOURCE_DIVISIONS_X; x++)
      {
        ClutterActor *rect = clutter_rectangle_new ();
        clutter_actor_set_size (rect, DIVISION_WIDTH, DIVISION_HEIGHT);
        clutter_actor_set_position (rect,
                                    DIVISION_WIDTH * x,
                                    DIVISION_HEIGHT * y);
        clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect),
                                     corner_colors +
                                     (y * SOURCE_DIVISIONS_X + x));
        clutter_container_add (CLUTTER_CONTAINER (group), rect, NULL);
      }

  return group;
}
Esempio n. 19
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G_MODULE_EXPORT int
test_behave_main (int argc, char *argv[])
{
  ClutterTimeline  *timeline;
  ClutterAlpha     *alpha;
  ClutterBehaviour *o_behave, *p_behave;
  ClutterActor     *stage;
  ClutterActor     *group, *rect, *hand;
  ClutterColor      stage_color = { 0xcc, 0xcc, 0xcc, 0xff };
  ClutterColor      rect_bg_color = { 0x33, 0x22, 0x22, 0xff };
  ClutterColor      rect_border_color = { 0, 0, 0, 0 };
  int               i;
  path_t            path_type = PATH_POLY;

  const char       *knots_poly = ("M 0, 0   L 0, 300 L 300, 300 "
                                  "L 300, 0 L 0, 0");

  /* A spiral created with inkscake */
  const char       *knots_bspline =
    "M 34.285713,35.219326 "
    "C 44.026891,43.384723 28.084874,52.378758 20.714286,51.409804 "
    "C 0.7404474,48.783999 -4.6171866,23.967448 1.904757,8.0764719 "
    "C 13.570984,-20.348756 49.798303,-26.746504 74.999994,-13.352108 "
    "C 111.98449,6.3047056 119.56591,55.259271 99.047626,89.505034 "
    "C 71.699974,135.14925 9.6251774,143.91924 -33.571422,116.17172 "
    "C -87.929934,81.254291 -97.88804,5.8941057 -62.857155,-46.209236 "
    "C -20.430061,-109.31336 68.300385,-120.45954 129.2857,-78.114021 "
    "C 201.15479,-28.21129 213.48932,73.938876 163.80954,143.79074 "
    "C 106.45226,224.43749 -9.1490153,237.96076 -87.85713,180.93363 "
    "C -177.29029,116.13577 -192.00272,-12.937817 -127.61907,-100.49494 "
    "C -55.390344,-198.72081 87.170553,-214.62275 183.57141,-142.87593 "
    "C 290.59464,-63.223369 307.68641,92.835839 228.57145,198.07645";

  for (i = 0; i < argc; ++i)
    {
      if (!strncmp (argv[i], "--path", 6))
	{
	  if (!strncmp (argv[i] + 7, "poly", 4))
	    path_type  = PATH_POLY;
	  else if (!strncmp (argv[i] + 7, "bspline", 7))
	    path_type  = PATH_BSPLINE;
	  else if (!strncmp (argv[i] + 7, "ellipse", 7))
	    path_type  = PATH_ELLIPSE;
	}
      else if (!strncmp (argv[i], "--help", 6))
	{
	  printf ("behave [--path=poly|ellipse|bspline]\n");
	  exit (0);
	}
    }
  
  clutter_init (&argc, &argv);

  stage = clutter_stage_get_default ();
  clutter_stage_hide_cursor (CLUTTER_STAGE (stage));

  g_signal_connect (stage, "button-press-event",
                    G_CALLBACK (button_press_cb),
                    NULL);
  g_signal_connect (stage, "scroll-event",
                    G_CALLBACK (scroll_event_cb),
                    NULL);
  g_signal_connect (stage, "key-press-event",
                    G_CALLBACK (clutter_main_quit),
                    NULL);

  clutter_stage_set_color (CLUTTER_STAGE (stage),
		           &stage_color);

  /* Make a hand */
  group = clutter_group_new ();
  clutter_container_add_actor (CLUTTER_CONTAINER (stage), group);
  clutter_actor_show (group);
  
  hand = clutter_texture_new_from_file ("redhand.png", NULL);
  if (hand == NULL)
    {
      g_error("pixbuf load failed");
      return 1;
    }
  clutter_actor_set_position (hand, 0, 0);
  clutter_actor_show (hand);

  rect = clutter_rectangle_new ();
  clutter_actor_set_position (rect, 0, 0);
  clutter_actor_set_size (rect,
                          clutter_actor_get_width (hand),
			  clutter_actor_get_height (hand));
  clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect),
                               &rect_bg_color);
  clutter_rectangle_set_border_width (CLUTTER_RECTANGLE (rect), 10);
  clutter_color_from_string (&rect_border_color, "DarkSlateGray");
  clutter_rectangle_set_border_color (CLUTTER_RECTANGLE (rect),
                                      &rect_border_color);
  clutter_actor_show (rect);
  
  clutter_container_add (CLUTTER_CONTAINER (group), rect, hand, NULL);
  
  /* Make a timeline */
  timeline = clutter_timeline_new (4000); /* num frames, fps */
  clutter_timeline_set_loop (timeline, TRUE);
  g_signal_connect (timeline,
                    "completed", G_CALLBACK (timeline_completed),
                    NULL);

  /* Set an alpha func to power behaviour - ramp is constant rise */
  alpha = clutter_alpha_new_full (timeline, CLUTTER_LINEAR);

  /* Create a behaviour for that alpha */
  o_behave = clutter_behaviour_opacity_new (alpha, 0X33, 0xff); 

  /* Apply it to our actor */
  clutter_behaviour_apply (o_behave, group);

  /* Make a path behaviour and apply that too */
  switch (path_type)
    {
    case PATH_POLY:
      {
        ClutterPath *path = clutter_path_new ();
        clutter_path_set_description (path, knots_poly);
        p_behave = clutter_behaviour_path_new (alpha, path);
      }
      break;
    case PATH_ELLIPSE:
      p_behave =
	clutter_behaviour_ellipse_new (alpha, 200, 200, 400, 300,
				       CLUTTER_ROTATE_CW,
				       0.0, 360.0);

      clutter_behaviour_ellipse_set_angle_tilt (CLUTTER_BEHAVIOUR_ELLIPSE (p_behave),
 						CLUTTER_X_AXIS,
 						45.0);
      clutter_behaviour_ellipse_set_angle_tilt (CLUTTER_BEHAVIOUR_ELLIPSE (p_behave),
 						CLUTTER_Z_AXIS,
 						45.0);
      break;

    case PATH_BSPLINE:
      {
        ClutterPath *path = clutter_path_new ();
        clutter_path_set_description (path, knots_bspline);
        p_behave = clutter_behaviour_path_new (alpha, path);
      }
      break;
    }

  clutter_behaviour_apply (p_behave, group);

  /* start the timeline and thus the animations */
  clutter_timeline_start (timeline);

  clutter_actor_show_all (stage);

  clutter_main();

  g_object_unref (o_behave);
  g_object_unref (p_behave);

  return 0;
}
Esempio n. 20
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void Cursor::ensurePlatformCursor() const
{
    if (m_platformCursor || m_type == Cursor::Pointer)
        return;

    switch (m_type) {
    case Cursor::Pointer:
        // A null GdkCursor is the default cursor for the window.
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::Cross:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::Hand:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::IBeam:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::Wait:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::Help:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::Move:
    case Cursor::MiddlePanning:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::EastResize:
    case Cursor::EastPanning:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::NorthResize:
    case Cursor::NorthPanning:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::NorthEastResize:
    case Cursor::NorthEastPanning:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::NorthWestResize:
    case Cursor::NorthWestPanning:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::SouthResize:
    case Cursor::SouthPanning:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::SouthEastResize:
    case Cursor::SouthEastPanning:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::SouthWestResize:
    case Cursor::SouthWestPanning:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::WestResize:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::NorthSouthResize:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::EastWestResize:
    case Cursor::WestPanning:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::NorthEastSouthWestResize:
    case Cursor::NorthWestSouthEastResize:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::ColumnResize:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::RowResize:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::VerticalText:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::Cell:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::ContextMenu:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::Alias:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::Progress:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::NoDrop:
    case Cursor::NotAllowed:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::Copy:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::None:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::ZoomIn:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::ZoomOut:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::Grab:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::Grabbing:
        m_platformCursor = clutter_rectangle_new();
        break;
    case Cursor::Custom:
        m_platformCursor = clutter_rectangle_new();
        break;
    }
}
Esempio n. 21
0
void
opt_show_toggle_position (OptShow *show)
{
  OptShowPrivate *priv;
  ClutterActor *stage;
  ClutterGeometry stage_geom;
  
  g_return_if_fail (OPT_IS_SHOW (show));

  priv = show->priv;

  stage = clutter_stage_get_default ();
  clutter_actor_get_geometry (stage, &stage_geom);

  if (!priv->position_label)
    {
      ClutterActor *rect;
      ClutterActor *label;
      ClutterColor rect_color = { 0x00, 0x00, 0x00, 0x33 };
      ClutterColor label_color = { 0xff, 0xff, 0xff, 0xee };
      ClutterGeometry rect_geom;

      rect = clutter_rectangle_new ();
      clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect),
		                   &rect_color);

      rect_geom.width = 102;
      rect_geom.height = 77;
      rect_geom.x = stage_geom.width / 2 - rect_geom.width / 2;
      rect_geom.y = stage_geom.height - rect_geom.height - 20;

      clutter_actor_set_geometry (rect, &rect_geom);

      label = clutter_text_new_with_text ("Sans Bold 20", "0/0");
      clutter_text_set_color (CLUTTER_TEXT (label),
                              &label_color);
      clutter_actor_set_position (label, rect_geom.x + 10, rect_geom.y + 10);

      clutter_group_add_many (CLUTTER_GROUP (stage),
		              rect,
			      label,
			      NULL);
      
      priv->position_label = label;
      priv->position_rect = rect;
      priv->position_label_visible = FALSE;
    }

  if (!priv->position_label_visible)
    {
      priv->position_label_visible = TRUE;

      opt_show_update_position_label (show);
      
      clutter_actor_show (priv->position_rect);
      clutter_actor_show (priv->position_label);
    }
  else
    {
      clutter_actor_hide (priv->position_label);
      clutter_actor_hide (priv->position_rect);

      priv->position_label_visible = FALSE;
    }
}
Esempio n. 22
0
void
scene_prismatic_joint (Scene *scene)
{
  ClutterActor     *ground;
  ClutterActor     *group;
  ClutterActor     *prev_hand  = NULL;
  ClutterActor     *first_hand = NULL;
  ClutterActor     *stage;

  stage = clutter_stage_get_default ();

  first_hand = ground = clutter_rectangle_new ();
  clutter_actor_set_size (ground, 500, 120);



  group = clutter_box2d_new ();
  clutter_group_add (CLUTTER_GROUP (stage), group);

  clutter_group_add (CLUTTER_GROUP (group), ground);
  clutter_actor_set_position (ground, clutter_actor_get_width (
                                ground) * -0.3, 568);                             /*
                                                                                    this
                                                                                    is
                                                                                    wrong
                                                                                    */

  add_cage (group, TRUE);

  ground = clutter_rectangle_new ();
  clutter_actor_set_size (ground, 256, 3);
  clutter_actor_set_position (ground, -100, 310);
  clutter_actor_set_rotation (ground, CLUTTER_Z_AXIS, 30, 128, 16, 0);
  clutter_group_add (CLUTTER_GROUP (group), ground);

  clutter_container_child_set (CLUTTER_CONTAINER (group), ground,
                               "mode", CLUTTER_BOX2D_STATIC, NULL);

  ground = clutter_rectangle_new ();
  clutter_actor_set_size (ground, 256, 3);
  clutter_actor_set_position (ground, 200, 200);
  clutter_actor_set_rotation (ground, CLUTTER_Z_AXIS, -30, 0, 0, 0);
  clutter_group_add (CLUTTER_GROUP (group), ground);
  clutter_container_child_set (CLUTTER_CONTAINER (group), ground,
                               "mode", CLUTTER_BOX2D_STATIC, NULL);

  /*add_hand (group, 100, 100);*/
  prev_hand = add_hand (group, 200, 100);

  if(0){
    ClutterVertex anchor1 = {  (0),
                               (0) };
    ClutterVertex anchor2 = {  (0),
                               (0) };
    ClutterVertex axis = {  (100.0),
                            (20.0) };
    clutter_box2d_add_prismatic_joint (CLUTTER_BOX2D (group),
                                       first_hand, prev_hand,
                                       &anchor1, &anchor2,
                                       200.0, 220.0, &axis);
  }

  clutter_actor_set_depth (group, -600);
  clutter_actor_set_position (group, 0, -100);

  clutter_actor_set_reactive (group, TRUE);

  clutter_box2d_set_simulating (CLUTTER_BOX2D (group), simulating);

  scene->group = group;
}
Esempio n. 23
0
void
scene_pulley_joint (Scene *scene)
{
  ClutterActor *stage;
  ClutterActor *box2d;

  stage = clutter_stage_get_default ();

  box2d = clutter_box2d_new ();
  clutter_container_add_actor (CLUTTER_CONTAINER (stage), box2d);
  scene->group = box2d;

  add_cage (box2d, FALSE);

  {
    ClutterVertex v1, v2, v3;
    ClutterActor *joint1, *joint2, *box1, *box2;

    /* Create platform 1 */
    joint1 = create_circle (10);
    clutter_actor_set_position (joint1, 110, 250);
    clutter_container_add_actor (CLUTTER_CONTAINER (box2d), joint1);
    clutter_box2d_child_set_is_circle (CLUTTER_BOX2D (box2d), joint1, TRUE);
    clutter_box2d_child_set_mode (CLUTTER_BOX2D (box2d), joint1,
                                  CLUTTER_BOX2D_DYNAMIC);
    clutter_box2d_child_set_manipulatable (CLUTTER_BOX2D (box2d), joint1,
                                           TRUE);

    box1 = clutter_rectangle_new ();
    clutter_actor_set_size (box1, 200, 20);
    clutter_actor_set_position (box1, 10, 350);
    clutter_container_add_actor (CLUTTER_CONTAINER (box2d), box1);
    clutter_box2d_child_set_mode (CLUTTER_BOX2D (box2d), box1,
                                  CLUTTER_BOX2D_DYNAMIC);
    clutter_box2d_child_set_manipulatable (CLUTTER_BOX2D (box2d), box1,
                                           TRUE);

    add_hand (box2d, 20, 350 - 62);
    add_hand (box2d, 210 - 58, 350 - 62);

    v1 = (ClutterVertex){10, 10, 0};
    v2 = (ClutterVertex){0, 0, 0};
    v3 = (ClutterVertex){200, 0, 0};
    clutter_box2d_add_distance_joint (CLUTTER_BOX2D (box2d),
                                      joint1, box1,
                                      &v1, &v2,
                                      150, 0, 0);
    clutter_box2d_add_distance_joint (CLUTTER_BOX2D (box2d),
                                      joint1, box1,
                                      &v1, &v3,
                                      150, 0, 0);

    /* Create platform 2 */
    joint2 = create_circle (10);
    clutter_actor_set_position (joint2, 530, 250);
    clutter_container_add_actor (CLUTTER_CONTAINER (box2d), joint2);
    clutter_box2d_child_set_is_circle (CLUTTER_BOX2D (box2d), joint2, TRUE);
    clutter_box2d_child_set_mode (CLUTTER_BOX2D (box2d), joint2,
                                  CLUTTER_BOX2D_DYNAMIC);
    clutter_box2d_child_set_manipulatable (CLUTTER_BOX2D (box2d), joint2,
                                           TRUE);

    box2 = clutter_rectangle_new ();
    clutter_actor_set_size (box2, 200, 20);
    clutter_actor_set_position (box2, 430, 350);
    clutter_container_add_actor (CLUTTER_CONTAINER (box2d), box2);
    clutter_box2d_child_set_mode (CLUTTER_BOX2D (box2d), box2,
                                  CLUTTER_BOX2D_DYNAMIC);
    clutter_box2d_child_set_manipulatable (CLUTTER_BOX2D (box2d), box2,
                                           TRUE);

    add_hand (box2d, 440, 350 - 62);
    add_hand (box2d, 640 - 58, 350 - 62);

    clutter_box2d_add_distance_joint (CLUTTER_BOX2D (box2d),
                                      joint2, box2,
                                      &v1, &v2,
                                      150, 0, 0);
    clutter_box2d_add_distance_joint (CLUTTER_BOX2D (box2d),
                                      joint2, box2,
                                      &v1, &v3,
                                      150, 0, 0);

    /* Create pulley joint */
    v1 = (ClutterVertex){ 10, 10, 0 };
    v2 = (ClutterVertex){ 120, 50, 0};
    v3 = (ClutterVertex){ 540, 50, 0};
    clutter_box2d_add_pulley_joint (CLUTTER_BOX2D (box2d),
                                    joint1, joint2,
                                    &v1, &v1,
                                    &v2, &v3,
                                    210, 210,
                                    400, 400,
                                    1.0);
  }

  clutter_box2d_set_simulating (CLUTTER_BOX2D (box2d), simulating);
}
Esempio n. 24
0
void
scene_chain (Scene *scene)
{
  ClutterActor *stage;
  ClutterActor *group;
  ClutterActor *box;

  stage = clutter_stage_get_default ();

  group = clutter_box2d_new ();
  clutter_group_add (CLUTTER_GROUP (stage), group);
  scene->group = group;

  add_cage (group, TRUE);

  {
    gint          i;
    gint          y;
    gint          numlinks = 32;
    ClutterActor *prev_actor;

    y = 50;
    box = clutter_rectangle_new ();
    clutter_actor_set_size (box, 18, 5);
    clutter_actor_set_position (box, clutter_actor_get_width(stage)/2, y);
    clutter_group_add (CLUTTER_GROUP (group), box);

    clutter_container_child_set (CLUTTER_CONTAINER (group), box,
                                 "mode", CLUTTER_BOX2D_STATIC, NULL);

    prev_actor = box;

    numlinks = clutter_actor_get_height (stage)/20;
    if (clutter_actor_get_width (stage)/20 < numlinks)
      {
        numlinks = clutter_actor_get_width (stage)/20;
      }

    for (i = 0; i < numlinks; ++i)
      {
        box = clutter_rectangle_new ();
        clutter_actor_set_size (box, 18, 5);
        clutter_actor_set_position (box, 20 + 20 * i, y+=1);
        clutter_group_add (CLUTTER_GROUP (group), box);

        clutter_container_child_set (CLUTTER_CONTAINER (group), box,
                                       "manipulatable", TRUE,
                                     "mode", CLUTTER_BOX2D_DYNAMIC, NULL);

        {
          ClutterVertex anchor1 = {  (18.0),
                                     (0.0) };
          ClutterVertex anchor2 = {  (0.0),
                                     (0.0) };
          clutter_box2d_add_revolute_joint (CLUTTER_BOX2D (group),
                                            prev_actor, box,
                                            &anchor1,
                                            &anchor2);
        }

        prev_actor = box;
      }
  }

  clutter_box2d_set_simulating (CLUTTER_BOX2D (group), simulating);
}
Esempio n. 25
0
G_MODULE_EXPORT gint
test_shader_main (gint argc, gchar *argv[])
{
  ClutterActor  *actor;
  ClutterActor  *stage;
  ClutterColor   stage_color = { 0x61, 0x64, 0x8c, 0xff };
  ClutterShader *shader;
  GError        *error;
  gchar         *file;

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

  stage = clutter_stage_new ();
  clutter_stage_set_title (CLUTTER_STAGE (stage), "Shaders");
  clutter_actor_set_size (stage, 512, 384);
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  g_print ("applying shaders[%i] named '%s'\n",
           shader_no,
           shaders[shader_no].name);

  shader = clutter_shader_new ();

  error = NULL;
  clutter_shader_set_fragment_source (shader, shaders[shader_no].source, -1);
  clutter_shader_compile (shader, &error);
  if (error)
    {
      g_print ("unable to load shaders[%d] named '%s': %s\n",
               shader_no,
               shaders[shader_no].name,
               error->message);
      g_error_free (error);

      return EXIT_FAILURE;
    }

  clutter_stage_set_title (CLUTTER_STAGE (stage), "Shader Test");
  clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);

  file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);

#ifndef TEST_GROUP
  actor = clutter_texture_new_from_file (file, &error);
  if (!actor)
    g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
#else
  actor = clutter_group_new ();

  {
    ClutterActor *child1, *child2, *child3, *child4;
    ClutterColor  color = { 0xff, 0x22, 0x66, 0x99 };

    child1 = clutter_texture_new_from_file (file, &error);
    if (!child1)
      g_error("pixbuf load failed: %s", error ? error->message : "Unknown");

    child2 = clutter_texture_new_from_file (file, &error);
    if (!child2)
      g_error("pixbuf load failed: %s", error ? error->message : "Unknown");

    child3 = clutter_rectangle_new ();
    child4 = clutter_text_new_with_text ("Sans 20px", "Shady stuff");

    clutter_rectangle_set_color (CLUTTER_RECTANGLE (child3), &color);
    clutter_actor_set_size (child3, 50, 50);

    clutter_actor_set_position (child1, 0, 0);
    clutter_actor_set_position (child2, 50, 100);
    clutter_actor_set_position (child3, 30, -30);
    clutter_actor_set_position (child4, -50, 20);

    clutter_container_add (CLUTTER_CONTAINER (actor),
                           child1,
                           child2,
                           child3,
                           child4,
                           NULL);

    clutter_actor_show_all (actor);
  }
#endif /* !TEST_GROUP */

  g_free (file);

  clutter_actor_set_shader (actor, shader);
  clutter_actor_set_position (actor, 100, 100);

  g_object_unref (shader);

  clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);

  clutter_actor_set_shader_param_int (actor, "tex", 0);
  clutter_actor_set_shader_param_float (actor, "brightness", 0.4);
  clutter_actor_set_shader_param_float (actor, "contrast", -1.9);

  clutter_actor_set_reactive (actor, TRUE);
  g_signal_connect (actor, "button-release-event",
                    G_CALLBACK (button_release_cb), NULL);

#ifdef COGL_HAS_GLES2
  /* On an embedded platform it is difficult to right click so we will
     cycle through the shaders automatically */
  g_timeout_add_seconds (3, timeout_cb, actor);
#endif

  /* Show everying ( and map window ) */
  clutter_actor_show_all (stage);

  clutter_main ();

  return EXIT_SUCCESS;
}
Esempio n. 26
0
int
main (int argc, char **argv)
{
  const ClutterColor transp = { 0x00, 0x00, 0x00, 0x00 };
  const ClutterColor bg_color = { 0xe0, 0xf2, 0xfc, 0xff };
  ClutterTimeline *timeline;
  ClutterActor *stage;
  gint i;

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

  stage = clutter_stage_new ();
  clutter_stage_set_title (CLUTTER_STAGE (stage), "Circles");
  clutter_stage_set_color (CLUTTER_STAGE (stage), &bg_color);
  clutter_actor_set_size (stage, SCREEN_W, SCREEN_H);
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  timeline = clutter_timeline_new (5000);
  clutter_timeline_set_loop (timeline, TRUE);
  for (i = 0; i < N_CIRCLES; i++)
    {
      gint size;
      gdouble *angle;
      ClutterActor *actor;
      ClutterAlpha *alpha;
      ClutterBehaviour *behaviour;
      
      actor = clutter_rectangle_new_with_color (&transp);
      
      size = (i + 1) * (CIRCLE_W + CIRCLE_G) * 2;
      clutter_actor_set_size (actor, size, size);
      clutter_actor_set_position (actor,
                                  SCREEN_W - size / 2.0,
                                  SCREEN_H - size / 2.0);
      
      clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
      
      angle = g_slice_new (gdouble);
      *angle = g_random_double_range (0.0, 90.0);
      g_object_set_data (G_OBJECT (actor), "angle", angle);
      g_signal_connect (actor, "paint", G_CALLBACK (circle_paint_cb), NULL);
      
      /* Animate */
      alpha = clutter_alpha_new_full (timeline, CLUTTER_LINEAR);
      behaviour = clutter_behaviour_rotate_new (alpha, CLUTTER_Z_AXIS,
                                                (i % 2) ? CLUTTER_ROTATE_CW
                                                        : CLUTTER_ROTATE_CCW,
                                                0.0, 0.0);
      clutter_behaviour_rotate_set_center (CLUTTER_BEHAVIOUR_ROTATE (behaviour),
                                           size / 2,
                                           size / 2,
                                           0);
      clutter_behaviour_apply (behaviour, actor);
    }
  
  
  
  ClutterActor *actor2 = clutter_group_new();
  clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor2);
  clutter_actor_set_position(actor2, 10, 10);
  
  ClutterEffect *effect2 = nineslice_effect_new_from_source(source);
  clutter_actor_add_effect(actor2, effect2);
  
  ClutterActor *actor = clutter_group_new();
  clutter_container_add_actor (CLUTTER_CONTAINER (actor2), actor);
  
  ClutterEffect *effect = nineslice_effect_new_from_source(source);
  clutter_actor_add_effect(actor, effect);
  
  ClutterActor *text = clutter_text_new_with_text("Sans 40px","Example Text");
  clutter_actor_set_position(text, 0, 0);
  clutter_container_add_actor (CLUTTER_CONTAINER (actor), text);
  
  ClutterActor *rect = clutter_rectangle_new();
  clutter_actor_set_position(rect, 10, 100);
  clutter_actor_set_size(rect, 50, 50);
  clutter_container_add_actor (CLUTTER_CONTAINER (actor), rect);
  
  clutter_actor_set_position(actor, 200, 100);
  //clutter_actor_set_rotation(actor, CLUTTER_Z_AXIS, 30.0, 130, 50, 0);
  
  /*
  GValue cvalue = G_VALUE_INIT;
  g_value_init(&cvalue, CLUTTER_TYPE_ACTOR_BOX);
  g_value_set_boxed(&cvalue, clutter_actor_box_new(0.0, 0.0, 0.0, 0.0));
  
  GValue ovalue = G_VALUE_INIT;
  g_value_init(&ovalue, CLUTTER_TYPE_ACTOR_BOX);
  g_value_set_boxed(&ovalue, clutter_actor_box_new(50.0, 50.0, 50.0, 50.0));
  
  ClutterState *transition = clutter_state_new();
  clutter_state_set_duration(transition, NULL, NULL, 5000);
  clutter_state_set_key (transition, NULL, "close", G_OBJECT(effect), "padding", CLUTTER_LINEAR, &cvalue, 0.0, 0.0);
  clutter_state_set_key (transition, NULL, "open",  G_OBJECT(effect), "padding", CLUTTER_LINEAR, &ovalue, 0.0, 0.0);
  
  //clutter_state_set(transition, NULL, "close", effect, "padding_right", CLUTTER_LINEAR,  0.0, NULL);
  //clutter_state_set(transition, NULL, "open",  effect, "padding_right", CLUTTER_LINEAR, 50.0, NULL);
  
  clutter_state_warp_to_state(transition, "close");
  clutter_state_set_state(transition, "open");
  */
  
  clutter_actor_animate(rect, CLUTTER_LINEAR, 5000, "height", 200.0, NULL);
  
  clutter_actor_show_all (stage);
  
  clutter_timeline_start (timeline);
  
  clutter_main ();
  
  return 0;
}
Esempio n. 27
0
EaseWelcomeActor* ease_welcome_actor_construct (GType object_type, EaseTheme* t) {
#line 152 "ease-welcome-actor.c"
	EaseWelcomeActor * self;
	ClutterRectangle* _tmp0_;
	ClutterColor _tmp1_;
	ClutterColor _tmp2_;
	ClutterRectangle* _tmp3_;
	ClutterColor _tmp4_ = {0};
	ClutterColor _tmp5_;
	ClutterColor _tmp6_;
	ClutterText* _tmp7_;
	ClutterCairoTexture* _tmp8_;
#line 94 "ease-welcome-actor.vala"
	g_return_val_if_fail (t != NULL, NULL);
#line 165 "ease-welcome-actor.c"
	self = g_object_newv (object_type, 0, NULL);
#line 96 "ease-welcome-actor.vala"
	ease_welcome_actor_set_theme (self, t);
#line 97 "ease-welcome-actor.vala"
	clutter_actor_set_reactive ((ClutterActor*) self, TRUE);
#line 100 "ease-welcome-actor.vala"
	self->priv->rect = (_tmp0_ = g_object_ref_sink ((ClutterRectangle*) clutter_rectangle_new ()), _g_object_unref0 (self->priv->rect), _tmp0_);
#line 101 "ease-welcome-actor.vala"
	clutter_rectangle_set_color (self->priv->rect, (_tmp1_ = EASE_WELCOME_ACTOR_RECT_BG, &_tmp1_));
#line 102 "ease-welcome-actor.vala"
	clutter_rectangle_set_border_color (self->priv->rect, (_tmp2_ = EASE_WELCOME_ACTOR_RECT_B_C, &_tmp2_));
#line 103 "ease-welcome-actor.vala"
	clutter_rectangle_set_border_width (self->priv->rect, (guint) EASE_WELCOME_ACTOR_RECT_B_W);
#line 104 "ease-welcome-actor.vala"
	clutter_actor_set_x ((ClutterActor*) self->priv->rect, (float) (-EASE_WELCOME_ACTOR_RECT_B_W));
#line 105 "ease-welcome-actor.vala"
	clutter_actor_set_y ((ClutterActor*) self->priv->rect, (float) (-EASE_WELCOME_ACTOR_RECT_B_W));
#line 106 "ease-welcome-actor.vala"
	clutter_container_add_actor ((ClutterContainer*) self, (ClutterActor*) self->priv->rect);
#line 109 "ease-welcome-actor.vala"
	self->priv->hilight_rect = (_tmp3_ = g_object_ref_sink ((ClutterRectangle*) clutter_rectangle_new ()), _g_object_unref0 (self->priv->hilight_rect), _tmp3_);
#line 110 "ease-welcome-actor.vala"
	clutter_rectangle_set_color (self->priv->hilight_rect, (_tmp5_ = (_tmp4_.red = (guchar) 0, _tmp4_.green = (guchar) 0, _tmp4_.blue = (guchar) 0, _tmp4_.alpha = (guchar) 255, _tmp4_), &_tmp5_));
#line 111 "ease-welcome-actor.vala"
	clutter_actor_set_opacity ((ClutterActor*) self->priv->hilight_rect, (guint) 0);
#line 112 "ease-welcome-actor.vala"
	clutter_rectangle_set_border_color (self->priv->hilight_rect, (_tmp6_ = EASE_WELCOME_ACTOR_HLRECT_C, &_tmp6_));
#line 113 "ease-welcome-actor.vala"
	clutter_rectangle_set_border_width (self->priv->hilight_rect, (guint) EASE_WELCOME_ACTOR_HLRECT_W);
#line 114 "ease-welcome-actor.vala"
	clutter_actor_set_x ((ClutterActor*) self->priv->hilight_rect, (float) (-EASE_WELCOME_ACTOR_HLRECT_W));
#line 115 "ease-welcome-actor.vala"
	clutter_actor_set_y ((ClutterActor*) self->priv->hilight_rect, (float) (-EASE_WELCOME_ACTOR_HLRECT_W));
#line 116 "ease-welcome-actor.vala"
	clutter_container_add_actor ((ClutterContainer*) self, (ClutterActor*) self->priv->hilight_rect);
#line 119 "ease-welcome-actor.vala"
	self->priv->text = (_tmp7_ = g_object_ref_sink ((ClutterText*) clutter_text_new_full (EASE_WELCOME_ACTOR_FONT_NAME, self->priv->_theme->title, &EASE_WELCOME_ACTOR_TEXT_COLOR)), _g_object_unref0 (self->priv->text), _tmp7_);
#line 120 "ease-welcome-actor.vala"
	clutter_actor_set_height ((ClutterActor*) self->priv->text, EASE_WELCOME_ACTOR_TEXT_HEIGHT);
#line 121 "ease-welcome-actor.vala"
	clutter_text_set_line_alignment (self->priv->text, PANGO_ALIGN_RIGHT);
#line 122 "ease-welcome-actor.vala"
	clutter_container_add_actor ((ClutterContainer*) self, (ClutterActor*) self->priv->text);
#line 125 "ease-welcome-actor.vala"
	self->priv->slide_actor = (_tmp8_ = g_object_ref_sink ((ClutterCairoTexture*) clutter_cairo_texture_new ((guint) 1024, (guint) 768)), _g_object_unref0 (self->priv->slide_actor), _tmp8_);
#line 126 "ease-welcome-actor.vala"
	clutter_container_add_actor ((ClutterContainer*) self, (ClutterActor*) self->priv->slide_actor);
#line 129 "ease-welcome-actor.vala"
	clutter_actor_set_opacity ((ClutterActor*) self, (guint) 0);
#line 130 "ease-welcome-actor.vala"
	clutter_actor_animate ((ClutterActor*) self, (gulong) EASE_WELCOME_ACTOR_FADE_EASE, (guint) EASE_WELCOME_ACTOR_FADE_INIT_TIME, "opacity", 255, NULL);
#line 133 "ease-welcome-actor.vala"
	g_signal_connect_object ((ClutterActor*) self, "button-press-event", (GCallback) __lambda55__clutter_actor_button_press_event, self, 0);
#line 219 "ease-welcome-actor.c"
	return self;
}