int main (int argc, char **argv) { ClutterActor *stage = stage; ClutterActor *side_box; ClutterActor *button_box; ClutterActor *box; ClutterAnimation *anim; MashLightSet *light_set; MxStyle *style; GError *error = NULL; Data data; int i; if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS) return 1; style = mx_style_get_default (); if (!mx_style_load_from_file (style, "lights.css", &error)) { g_warning ("Error setting style: %s", error->message); g_clear_error (&error); } stage = clutter_stage_get_default (); clutter_actor_set_size (stage, 800, 600); side_box = mx_table_new (); clutter_actor_set_name (side_box, "side-box"); clutter_container_add_actor (CLUTTER_CONTAINER (stage), side_box); clutter_actor_set_size (side_box, 300, clutter_actor_get_height (stage)); clutter_actor_set_x (side_box, clutter_actor_get_width (stage) - clutter_actor_get_width (side_box)); button_box = mx_table_new (); mx_table_add_actor (MX_TABLE (side_box), button_box, 0, 0); data.notebook = mx_notebook_new (); mx_table_add_actor (MX_TABLE (side_box), data.notebook, 1, 0); data.model = mash_model_new_from_file (MASH_DATA_NONE, argc > 1 ? argv[1] : "suzanne.ply", &error); if (data.model == NULL) { g_warning ("Error loading model: %s", error->message); g_clear_error (&error); return 1; } light_set = mash_light_set_new (); box = clutter_box_new (clutter_fixed_layout_new ()); clutter_actor_set_size (data.model, 400, 400); clutter_actor_set_position (data.model, 50.0, 100.0); clutter_container_add_actor (CLUTTER_CONTAINER (box), data.model); clutter_container_add_actor (CLUTTER_CONTAINER (stage), box); g_signal_connect_swapped (box, "paint", G_CALLBACK (cogl_set_depth_test_enabled), GINT_TO_POINTER (TRUE)); g_signal_connect_data (box, "paint", G_CALLBACK (cogl_set_depth_test_enabled), GINT_TO_POINTER (FALSE), NULL, G_CONNECT_AFTER | G_CONNECT_SWAPPED); data.light_marker_material = cogl_material_new (); { CoglColor color; cogl_color_set_from_4ub (&color, 255, 0, 0, 255); /* Use the layer state to ignore the vertex color from the shader so that the light marker won't itself be lit */ cogl_material_set_layer_combine_constant (data.light_marker_material, 0, &color); cogl_material_set_layer_combine (data.light_marker_material, 0, "RGBA = REPLACE(CONSTANT)", NULL); } clutter_actor_set_rotation (data.model, CLUTTER_Y_AXIS, 0.0f, clutter_actor_get_width (data.model) / 2.0f, 0.0f, 0.0f); anim = clutter_actor_animate (data.model, CLUTTER_LINEAR, 3000, "rotation-angle-y", 360.0f, NULL); clutter_animation_set_loop (anim, TRUE); for (i = 0; i < N_LIGHTS; i++) { ClutterActor *table = mx_table_new (); ClutterActor *button; static ClutterActor *(* constructors[N_LIGHTS]) (void) = { mash_directional_light_new, mash_point_light_new, mash_spot_light_new }; static const ClutterColor black = { 0, 0, 0, 255 }; data.lights[i] = constructors[i] (); button = mx_button_new_with_label (G_OBJECT_TYPE_NAME (data.lights[i])); mx_table_add_actor (MX_TABLE (button_box), button, i, 0); /* Default to disable all of the lights */ g_object_set (data.lights[i], "ambient", &black, "diffuse", &black, "specular", &black, NULL); data.notebook_buttons[i] = button; clutter_container_add_actor (CLUTTER_CONTAINER (box), data.lights[i]); mash_light_set_add_light (light_set, MASH_LIGHT (data.lights[i])); add_color_prop (table, "ambient light", G_OBJECT (data.lights[i]), "ambient"); add_color_prop (table, "diffuse light", G_OBJECT (data.lights[i]), "diffuse"); add_color_prop (table, "specular light", G_OBJECT (data.lights[i]), "specular"); if (MASH_IS_POINT_LIGHT (data.lights[i])) { add_float_prop (table, "constant attenuation", G_OBJECT (data.lights[i]), "constant-attenuation", 0.0f, 10.0f); add_float_prop (table, "linear attenuation", G_OBJECT (data.lights[i]), "linear-attenuation", 0.0f, 10.0f); add_float_prop (table, "quadratic attenuation", G_OBJECT (data.lights[i]), "quadratic-attenuation", 0.0f, 10.0f); } if (MASH_IS_SPOT_LIGHT (data.lights[i])) { clutter_actor_set_x (data.lights[i], 250); add_float_prop (table, "spot cutoff", G_OBJECT (data.lights[i]), "spot-cutoff", 0.0f, 90.0f); add_float_prop (table, "spot exponent", G_OBJECT (data.lights[i]), "spot-exponent", 0.0f, 128.0f); } clutter_container_add_actor (CLUTTER_CONTAINER (data.notebook), table); data.notebook_pages[i] = table; } { ClutterActor *button; ClutterActor *table; CoglHandle material; float maximum_shininess; material = mash_model_get_pipeline (MASH_MODEL (data.model)); /* Before version 1.3.10 on the 1.3 branch and 1.2.14 on the 1.2 branch Cogl would remap the shininess property to the range [0,1]. After this it is just a value greater or equal to zero (but GL imposes a limit of 128.0) */ if (clutter_check_version (1, 3, 9) || (clutter_major_version == 1 && clutter_minor_version == 2 && clutter_micro_version >= 13)) maximum_shininess = 128.0f; else maximum_shininess = 1.0f; cogl_material_set_shininess (material, maximum_shininess); button = mx_button_new_with_label ("Material"); data.notebook_buttons[i] = button; mx_table_add_actor (MX_TABLE (button_box), button, i, 0); table = mx_table_new (); data.notebook_pages[i] = table; clutter_container_add_actor (CLUTTER_CONTAINER (data.notebook), table); add_material_color_prop (table, "emission", material, cogl_material_set_emission, cogl_material_get_emission); add_material_color_prop (table, "diffuse", material, cogl_material_set_diffuse, cogl_material_get_diffuse); add_material_color_prop (table, "ambient", material, cogl_material_set_ambient, cogl_material_get_ambient); add_material_color_prop (table, "specular", material, cogl_material_set_specular, cogl_material_get_specular); add_material_float_prop (table, "shininess", material, 0.0f, maximum_shininess, cogl_material_set_shininess, cogl_material_get_shininess); } mash_model_set_light_set (MASH_MODEL (data.model), light_set); g_object_unref (light_set); for (i = 0; i < N_PAGES; i++) { g_signal_connect (data.notebook_buttons[i], "notify::toggled", G_CALLBACK (notebook_button_cb), &data); mx_button_set_is_toggle (MX_BUTTON (data.notebook_buttons[i]), TRUE); } mx_button_set_toggled (MX_BUTTON (data.notebook_buttons[0]), TRUE); g_signal_connect (stage, "motion-event", G_CALLBACK (motion_event_cb), &data); clutter_actor_show (stage); clutter_main (); cogl_handle_unref (data.light_marker_material); return 0; }
int main(int argc, char *argv[]) { if (clutter_check_version(1,2,0)) { printf("Right version of clutter is installed!\n\n"); } if (clutter_init(&argc, &argv) != CLUTTER_INIT_SUCCESS) { printf("Clutter failed to initalize. Exiting...\n"); exit(1); } // Build some colors: ClutterColor stage_color = { 0, 0, 0, 0xFF }; // Set up the stage: ClutterActor *stage = clutter_stage_new(); clutter_actor_set_size(stage, width, height); clutter_actor_set_background_color(stage, &stage_color); // Set up a listener to close the app if the window is closed: g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL); // Set up the keyboard listener for the arrow, enter, and esc keys: g_signal_connect(stage, "key-press-event", G_CALLBACK(eventHandlers.handleKeyPresses), NULL); // Try getting alsa loaded!! // initAlsa(); // Start animation loop: Animation animation = Animation(stage, &tcl); // pointer TO the main tcl object. // Load some images for the buttons: // const char *img_path = "./wut.png"; // GdkPixbuf *pixbuf = gdk_pixbuf_new_from_file_at_size (img_path, WIDTH, HEIGHT, &error); // Build UI Buttons: // Bottom row Button speedCtrl = Button(stage, 0, buttonWidth*4, buttonHeight, 0, height-buttonHeight, (ClutterColor){ 159,238,0, 0xFF }, &animation, 1); // Speed control Button reloadCtrl = Button(stage, 1, buttonWidth, buttonHeight, buttonWidth*4, height-buttonHeight, (ClutterColor){ 255, 0, 91, 0xFF }, &animation, 5); // Button colorCtrl = Button(stage, 1, buttonWidth, buttonHeight, buttonWidth*3, height-buttonHeight, (ClutterColor){ 255,255,0, 0xFF }, &animation, 2); // Color Control // Top row: Button decrCtrl = Button(stage, 2, buttonWidth/2, buttonHeight, 0, height-buttonHeight*2, (ClutterColor){ 113,9,170, 0xFF }, &animation, 3); Button incrCtrl = Button(stage, 3, buttonWidth/2, buttonHeight, buttonWidth*4+buttonWidth/2, height-buttonHeight*2, (ClutterColor){ 205,0,116, 0xFF }, &animation, 4); Button button7 = Button(stage, 4, buttonWidth, buttonHeight, buttonWidth-buttonWidth/2, height-buttonHeight*2, (ClutterColor){ 255,0,0, 0xFF }, &animation, 0); Button button8 = Button(stage, 5, buttonWidth, buttonHeight, buttonWidth*2-buttonWidth/2, height-buttonHeight*2, (ClutterColor){ 255,116,0, 0xFF }, &animation, 0); Button button9 = Button(stage, 6, buttonWidth, buttonHeight, buttonWidth*3-buttonWidth/2, height-buttonHeight*2, (ClutterColor){ 0,153,153, 0xFF }, &animation, 0); Button button5 = Button(stage, 7, buttonWidth, buttonHeight, buttonWidth*4-buttonWidth/2, height-buttonHeight*2, (ClutterColor){ 0,204,0, 0xFF }, &animation, 0); // Button button3 = Button(stage, 2, buttonWidth, buttonHeight, buttonWidth*2, height-buttonHeight, (ClutterColor){ 255, 122, 0, 0xFF }, &animation, 0); // Button button4 = Button(stage, 3, buttonWidth, buttonHeight, buttonWidth*3, height-buttonHeight, (ClutterColor){ 232, 12, 111, 0xFF }, &animation, 0); // Actually show the stage and run the app: clutter_actor_show(stage); clutter_main(); return EXIT_SUCCESS; }