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#include <stdio.h>
#include <stdlib.h>
#include <clutter/clutter.h>
/* our thread-specific data */
typedef struct
{
ClutterActor *stage;
ClutterActor *label;
ClutterActor *progress;
ClutterActor *rect;
ClutterTransition *flip;
ClutterTransition *bounce;
} TestThreadData;
static TestThreadData *
test_thread_data_new (void)
{
TestThreadData *data;
data = g_new0 (TestThreadData, 1);
return data;
}
static void
test_thread_data_free (gpointer _data)
{
TestThreadData *data = _data;
if (data == NULL)
return;
g_print ("Removing thread data [%p]\n", _data);
g_clear_object (&data->progress);
g_clear_object (&data->label);
g_clear_object (&data->stage);
g_clear_object (&data->rect);
g_clear_object (&data->flip);
g_clear_object (&data->bounce);
g_free (data);
}
static gboolean
test_thread_done_idle (gpointer user_data)
{
TestThreadData *data = user_data;
g_print ("Last update [%p]\n", data);
clutter_text_set_text (CLUTTER_TEXT (data->label), "Completed");
clutter_actor_remove_transition (data->rect, "bounce");
clutter_actor_remove_transition (data->rect, "flip");
return G_SOURCE_REMOVE;
}
static void
test_thread_data_done (gpointer _data)
{
if (_data == NULL)
return;
g_print ("Thread completed\n");
/* since the TestThreadData structure references Clutter data structures
* we need to free it from within the same thread that called clutter_main()
* which means using an idle handler in the main loop.
*
* clutter_threads_add_idle() is guaranteed to run the callback passed to
* to it under the Big Clutter Lock.
*/
clutter_threads_add_idle_full (G_PRIORITY_DEFAULT,
test_thread_done_idle,
_data,
test_thread_data_free);
}
/* thread local storage */
static GPrivate test_thread_data = G_PRIVATE_INIT (test_thread_data_done);
typedef struct {
gint count;
TestThreadData *thread_data;
} TestUpdate;
static gboolean
update_label_idle (gpointer data)
{
TestUpdate *update = data;
guint width;
gchar *text;
if (update->thread_data->label == NULL)
return G_SOURCE_REMOVE;
text = g_strdup_printf ("Count to %d", update->count);
clutter_text_set_text (CLUTTER_TEXT (update->thread_data->label), text);
clutter_actor_set_width (update->thread_data->label, -1);
if (update->count == 0)
width = 0;
else if (update->count == 100)
width = 350;
else
width = (guint) (update->count / 100.0 * 350.0);
clutter_actor_save_easing_state (update->thread_data->progress);
clutter_actor_set_width (update->thread_data->progress, width);
clutter_actor_restore_easing_state (update->thread_data->progress);
g_free (text);
g_free (update);
return G_SOURCE_REMOVE;
}
static void
do_something_very_slow (void)
{
TestThreadData *data;
gint i;
data = g_private_get (&test_thread_data);
for (i = 0; i <= 100; i++)
{
gint msecs;
msecs = 1 + (int) (100.0 * rand () / ((RAND_MAX + 1.0) / 3));
/* sleep for a while, to emulate some work being done */
g_usleep (msecs * 1000);
if ((i % 10) == 0)
{
TestUpdate *update;
/* update the UI from within the main loop, making sure that the
* Big Clutter Lock is held; only one thread at a time can call
* Clutter API, and it's mandatory to do this from the same thread
* that called clutter_init()/clutter_main().
*/
update = g_new (TestUpdate, 1);
update->count = i;
update->thread_data = data;
clutter_threads_add_idle_full (G_PRIORITY_HIGH,
update_label_idle,
update, NULL);
}
}
}
static gpointer
test_thread_func (gpointer user_data)
{
TestThreadData *data = user_data;
g_private_set (&test_thread_data, data);
/* this function will block */
do_something_very_slow ();
return NULL;
}
static ClutterActor *count_label = NULL;
static ClutterActor *help_label = NULL;
static ClutterActor *progress_rect = NULL;
static ClutterActor *rect = NULL;
static ClutterTransition *flip = NULL;
static ClutterTransition *bounce = NULL;
static gboolean
on_key_press_event (ClutterStage *stage,
ClutterEvent *event,
gpointer user_data)
{
TestThreadData *data;
switch (clutter_event_get_key_symbol (event))
{
case CLUTTER_KEY_s:
clutter_text_set_text (CLUTTER_TEXT (help_label), "Press 'q' to quit");
/* start the animations */
clutter_actor_add_transition (rect, "flip", flip);
clutter_actor_add_transition (rect, "bounce", bounce);
/* the data structure holding all our objects */
data = test_thread_data_new ();
data->stage = (ClutterActor *) g_object_ref (stage);
data->label = g_object_ref (count_label);
data->progress = g_object_ref (progress_rect);
data->rect = g_object_ref (rect);
data->flip = g_object_ref (flip);
data->bounce = g_object_ref (bounce);
/* start the thread that updates the counter and the progress bar */
g_thread_new ("counter", test_thread_func, data);
return CLUTTER_EVENT_STOP;
case CLUTTER_KEY_q:
clutter_main_quit ();
return CLUTTER_EVENT_STOP;
default:
break;
}
return CLUTTER_EVENT_PROPAGATE;
}
int
main (int argc, char *argv[])
{
ClutterTransition *transition;
ClutterActor *stage;
ClutterPoint start = CLUTTER_POINT_INIT (75.f, 150.f);
ClutterPoint end = CLUTTER_POINT_INIT (400.f, 150.f);
if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
return 1;
stage = clutter_stage_new ();
clutter_stage_set_title (CLUTTER_STAGE (stage), "Threading");
clutter_actor_set_background_color (stage, CLUTTER_COLOR_Aluminium3);
clutter_actor_set_size (stage, 600, 300);
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
count_label = clutter_text_new_with_text ("Mono 12", "Counter");
clutter_actor_set_position (count_label, 350, 50);
clutter_actor_add_child (stage, count_label);
help_label = clutter_text_new_with_text ("Mono 12", "Press 's' to start");
clutter_actor_set_position (help_label, 50, 50);
clutter_actor_add_child (stage, help_label);
/* a progress bar */
progress_rect = clutter_actor_new ();
clutter_actor_set_background_color (progress_rect, CLUTTER_COLOR_DarkChameleon);
clutter_actor_set_position (progress_rect, 50, 225);
clutter_actor_set_size (progress_rect, 350, 50);
clutter_actor_add_child (stage, progress_rect);
/* an actor we bounce around */
rect = clutter_actor_new ();
clutter_actor_set_background_color (rect, CLUTTER_COLOR_LightScarletRed);
clutter_actor_set_position (rect, 75, 150);
clutter_actor_set_size (rect, 50, 50);
clutter_actor_set_pivot_point (rect, .5f, .5f);
clutter_actor_set_opacity (rect, 224);
clutter_actor_add_child (stage, rect);
/* two transitions we use to bounce rect around */
transition = clutter_property_transition_new ("rotation-angle-z");
clutter_transition_set_from (transition, G_TYPE_DOUBLE, 0.0);
clutter_transition_set_to (transition, G_TYPE_DOUBLE, 360.0);
clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), -1);
clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE);
clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 3000);
flip = transition;
transition = clutter_property_transition_new ("position");
clutter_transition_set_from (transition, CLUTTER_TYPE_POINT, &start);
clutter_transition_set_to (transition, CLUTTER_TYPE_POINT, &end);
clutter_timeline_set_repeat_count (CLUTTER_TIMELINE (transition), -1);
clutter_timeline_set_auto_reverse (CLUTTER_TIMELINE (transition), TRUE);
clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 3000);
bounce = transition;
g_signal_connect (stage,
"button-press-event", G_CALLBACK (clutter_main_quit),
NULL);
g_signal_connect (stage,
"key-press-event", G_CALLBACK (on_key_press_event),
NULL);
clutter_actor_show (stage);
clutter_main ();
return EXIT_SUCCESS;
}
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