static void
impl_constructed (GObject *object)
{
    RBVisualizerPage *page;
    ClutterInitError err;
    GstElement *colorspace;
    GstElement *realsink;
    GstElement *capsfilter;
    GstCaps *caps;
    GstPad *pad;

    RB_CHAIN_GOBJECT_METHOD (rb_visualizer_page_parent_class, constructed, object);
    page = RB_VISUALIZER_PAGE (object);

    err = gtk_clutter_init (NULL, NULL);
    if (err != CLUTTER_INIT_SUCCESS) {
        /* maybe do something more sensible here.  not sure if there are any user-recoverable
         * conditions that would cause clutter init to fail, though, so it may not be worth it.
         * as it is, we just won't add the page to the page tree.
         */
        g_warning ("Unable to display visual effects due to Clutter init failure");
        return;
    }

    page->texture = clutter_texture_new ();
    clutter_texture_set_sync_size (CLUTTER_TEXTURE (page->texture), TRUE);
    clutter_texture_set_keep_aspect_ratio (CLUTTER_TEXTURE (page->texture), TRUE);

    page->sink = gst_bin_new (NULL);
    g_object_ref (page->sink);

    /* actual sink */
    realsink = gst_element_factory_make ("cluttersink", NULL);
    g_object_set (realsink, "texture", page->texture, NULL);

    colorspace = gst_element_factory_make ("ffmpegcolorspace", NULL);
    /* capsfilter to force rgb format (without this we end up using ayuv) */
    capsfilter = gst_element_factory_make ("capsfilter", NULL);
    caps = gst_caps_from_string ("video/x-raw-rgb,bpp=(int)24,depth=(int)24,"
                                 "endianness=(int)4321,red_mask=(int)16711680,"
                                 "green_mask=(int)65280,blue_mask=(int)255");
    g_object_set (capsfilter, "caps", caps, NULL);
    gst_caps_unref (caps);

    gst_bin_add_many (GST_BIN (page->sink), colorspace, capsfilter, realsink, NULL);
    gst_element_link (colorspace, capsfilter);
    gst_element_link (capsfilter, realsink);

    pad = gst_element_get_static_pad (colorspace, "sink");
    gst_element_add_pad (page->sink, gst_ghost_pad_new ("sink", pad));
    gst_object_unref (pad);

    g_signal_connect_object (page->fullscreen_action,
                             "toggled",
                             G_CALLBACK (toggle_fullscreen_cb),
                             page, 0);
}
static void
clutter_cairo_texture_init (ClutterCairoTexture *self)
{
  ClutterCairoTexturePrivate *priv;

  self->priv = priv = CLUTTER_CAIRO_TEXTURE_GET_PRIVATE (self);

  /* FIXME - we are hardcoding the format; it would be good to have
   * a :surface-format construct-only property for creating
   * textures with a different format and have the cairo surface
   * match that format
   *
   * priv->format = CAIRO_FORMAT_ARGB32;
   */

  /* the Cairo surface is responsible for driving the size of
   * the texture; if we let sync_size to its default of TRUE,
   * the Texture will try to queue a relayout every time we
   * change the size of the Cairo surface - which is not what
   * we want
   */
  clutter_texture_set_sync_size (CLUTTER_TEXTURE (self), FALSE);
}
Esempio n. 3
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static void
mpd_folder_button_init (MpdFolderButton *self)
{
  MpdFolderButtonPrivate *priv = GET_PRIVATE (self);
  ClutterActor  *vbox;
  ClutterText   *text;

  /* Box */
  vbox = mx_box_layout_new ();
  mx_box_layout_set_orientation (MX_BOX_LAYOUT (vbox), MX_ORIENTATION_VERTICAL);
  mx_bin_set_child (MX_BIN (self), vbox);

  /* Icon */
  priv->icon = clutter_texture_new ();
  clutter_texture_set_sync_size (CLUTTER_TEXTURE (priv->icon), true);
  clutter_container_add_actor (CLUTTER_CONTAINER (vbox), priv->icon);
  clutter_container_child_set (CLUTTER_CONTAINER (vbox), priv->icon,
                               "expand", false,
                               "x-align", MX_ALIGN_MIDDLE,
                               "x-fill", false,
                               "y-align", MX_ALIGN_START,
                               "y-fill", false,
                               NULL);

  /* Label */
  priv->label = mx_label_new ();
  text = (ClutterText *) mx_label_get_clutter_text (MX_LABEL (priv->label));
  clutter_text_set_line_wrap_mode (text, PANGO_WRAP_WORD_CHAR);
  clutter_container_add_actor (CLUTTER_CONTAINER (vbox), priv->label);
  clutter_container_child_set (CLUTTER_CONTAINER (vbox), priv->label,
                               "expand", false,
                               "x-align", MX_ALIGN_MIDDLE,
                               "x-fill", false,
                               "y-align", MX_ALIGN_START,
                               "y-fill", false,
                               NULL);
}
Esempio n. 4
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static void
pp_super_aa_init (PPSuperAA *self)
{
  self->priv = SUPER_AA_PRIVATE (self);
  clutter_texture_set_sync_size (CLUTTER_TEXTURE (self), FALSE);
}
Esempio n. 5
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int
main (int argc, char *argv[])
{
  ClutterActor *stage;
  ClutterActor *texture;
  ClutterState *transitions;
  GError *error = NULL;
  gfloat texture_width, texture_height;

  clutter_init (&argc, &argv);

  stage = clutter_stage_get_default ();
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  texture = clutter_texture_new ();
  clutter_actor_add_constraint (texture,
                                clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
  clutter_actor_add_constraint (texture,
                                clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
  clutter_texture_set_sync_size (CLUTTER_TEXTURE (texture), TRUE);
  clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
                                 TESTS_DATA_DIR "/redhand.png",
                                 &error);

  if (error != NULL)
    {
      g_error ("Problem loading image into texture - %s", error->message);
      g_error_free (error);
      return 1;
    }

  clutter_actor_get_size (texture, &texture_width, &texture_height);
  clutter_actor_set_size (stage, texture_width * 2, texture_height * 2);

  /* set all centres of rotation to the centre of the texture */
  clutter_actor_set_rotation (texture,
                              CLUTTER_X_AXIS,
                              0.0,
                              texture_width * 0.5,
                              texture_height * 0.5,
                              0.0);
  clutter_actor_set_rotation (texture,
                              CLUTTER_Y_AXIS,
                              0.0,
                              texture_width * 0.5,
                              texture_height * 0.5,
                              0.0);
  clutter_actor_set_z_rotation_from_gravity (texture, 0.0, CLUTTER_GRAVITY_CENTER);

  clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture);

  /* set up the animations */
  transitions = clutter_state_new ();

  clutter_state_set (transitions, NULL, "start",
                     texture, "rotation-angle-x", CLUTTER_LINEAR, 0.0,
                     texture, "rotation-angle-y", CLUTTER_LINEAR, 0.0,
                     texture, "rotation-angle-z", CLUTTER_LINEAR, 0.0,
                     NULL);
  clutter_state_set (transitions, NULL, "x-cw",
                     texture, "rotation-angle-x", CLUTTER_LINEAR, ROTATION_ANGLE,
                     NULL);
  clutter_state_set (transitions, NULL, "x-ccw",
                     texture, "rotation-angle-x", CLUTTER_LINEAR, -ROTATION_ANGLE,
                     NULL);
  clutter_state_set (transitions, NULL, "x-after",
                     texture, "rotation-angle-x", CLUTTER_LINEAR, 0.0,
                     NULL);
  clutter_state_set (transitions, NULL, "y-cw",
                     texture, "rotation-angle-y", CLUTTER_LINEAR, ROTATION_ANGLE,
                     NULL);
  clutter_state_set (transitions, NULL, "y-ccw",
                     texture, "rotation-angle-y", CLUTTER_LINEAR, -ROTATION_ANGLE,
                     NULL);
  clutter_state_set (transitions, NULL, "y-after",
                     texture, "rotation-angle-y", CLUTTER_LINEAR, 0.0,
                     NULL);
  clutter_state_set (transitions, NULL, "z-cw",
                     texture, "rotation-angle-z", CLUTTER_LINEAR, ROTATION_ANGLE,
                     NULL);
  clutter_state_set (transitions, NULL, "z-ccw",
                     texture, "rotation-angle-z", CLUTTER_LINEAR, -ROTATION_ANGLE,
                     NULL);
  clutter_state_set_duration (transitions, NULL, NULL, DURATION);
  clutter_state_set_duration (transitions, "start", NULL, DURATION * 0.5);
  clutter_state_set_duration (transitions, NULL, "start", DURATION * 0.5);
  clutter_state_set_duration (transitions, NULL, "x-after", DURATION * 0.5);
  clutter_state_set_duration (transitions, NULL, "y-after", DURATION * 0.5);

  clutter_state_warp_to_state (transitions, "start");

  g_signal_connect (transitions,
                    "completed",
                    G_CALLBACK (_set_next_state),
                    NULL);

  clutter_state_set_state (transitions, "x-cw");

  clutter_actor_show (stage);

  clutter_main ();

  return 0;
}
Esempio n. 6
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File: main.c Progetto: hannenz/zebra
static void on_gesture_end(ClutterGestureAction *action, ClutterActor *stage, gpointer data) {
	ClutterActor *new_actor, *texture, *actor;
	gfloat x, y, w, h;
	GError *error = NULL;
	GdkColor color;
	guint16 alpha;
	gint iw = 125;
	gint ih = 126;
	gboolean repeat_x = FALSE;
	gboolean repeat_y = TRUE;
	guint bgr;


	new_actor = tmpRect;

	gtk_color_button_get_color(GTK_COLOR_BUTTON(app.colorpicker), &color);
	alpha = gtk_color_button_get_alpha(GTK_COLOR_BUTTON(app.colorpicker));
	ClutterColor col =  {
		CLAMP(((color.red / 65535.0) * 255), 0, 255),
		CLAMP(((color.green / 65535.0) * 255), 0, 255),
		CLAMP(((color.blue / 65535.0) * 255), 0, 255),
		CLAMP(((alpha / 65535.0) * 255), 0, 255),

	};

	clutter_rectangle_set_color(CLUTTER_RECTANGLE(new_actor), &col);
	clutter_rectangle_set_border_width(CLUTTER_RECTANGLE(new_actor), 0);
	tmpRect = NULL;


	clutter_actor_get_position(new_actor, &x, &y);
	clutter_actor_get_size(new_actor, &w, &h);

	if (background_image_file != NULL){

		texture = clutter_texture_new_from_file(background_image_file, &error);
		if (error != NULL){
			g_print("Loading image failed\n");
			g_error_free(error);
		}
		clutter_actor_set_position(texture, x, y);
		clutter_actor_set_size(texture, w, h);
		clutter_actor_add_child(stage, texture);
		clutter_actor_show(texture);

		bgr = gtk_combo_box_get_active(GTK_COMBO_BOX(app.background_repeat_select));
		switch (bgr){
			case 0:
				repeat_x = repeat_y = FALSE;
				break;
			case 1:
				repeat_x = TRUE; repeat_y = FALSE;
				break;
			case 2:
				repeat_x = FALSE; repeat_y = TRUE;
				break;
			case 3:
				repeat_x = repeat_y = TRUE;
				break;
		}
		clutter_texture_get_base_size(CLUTTER_TEXTURE(texture), &iw, &ih);
		clutter_actor_set_clip(texture, 0, 0, repeat_x ? w : iw, repeat_y ? h : ih);
		clutter_texture_set_sync_size(CLUTTER_TEXTURE(texture), TRUE);
		clutter_texture_set_repeat(CLUTTER_TEXTURE(texture), TRUE, TRUE);
		clutter_texture_set_keep_aspect_ratio(CLUTTER_TEXTURE(texture), TRUE);
		actor = texture;
		clutter_actor_destroy(new_actor);
	}
	else {
		actor = new_actor;
	}
	tool = TOOL_SELECT;
	clutter_actor_add_action(actor, clutter_drag_action_new());
	clutter_actor_set_reactive(actor, TRUE);
	actors = g_list_append(actors, actor);
	GdkWindow *gdk_window;
	gdk_window = gtk_widget_get_window(app.stage);
	gdk_window_set_cursor(gdk_window, NULL);
}