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#include <clutter-gst/clutter-gst.h>
void
size_change (ClutterTexture *texture,
gint width,
gint height,
gpointer user_data)
{
gint new_x, new_y, new_width, new_height;
new_height = ( height * CLUTTER_STAGE_WIDTH() ) / width;
if (new_height <= CLUTTER_STAGE_HEIGHT())
{
new_width = CLUTTER_STAGE_WIDTH();
new_x = 0;
new_y = (CLUTTER_STAGE_HEIGHT() - new_height) / 2;
}
else
{
new_width = ( width * CLUTTER_STAGE_HEIGHT() ) / height;
new_height = CLUTTER_STAGE_HEIGHT();
new_x = (CLUTTER_STAGE_WIDTH() - new_width) / 2;
new_y = 0;
}
clutter_actor_set_position (CLUTTER_ACTOR (texture), new_x, new_y);
clutter_actor_set_size (CLUTTER_ACTOR (texture),
new_width,
new_height);
}
int
main (int argc, char *argv[])
{
ClutterTimeline *timeline;
ClutterActor *stage;
ClutterActor *texture;
GstPipeline *pipeline;
GstElement *src;
GstElement *warp;
GstElement *colorspace;
GstElement *sink;
if (argc < 1) {
g_error ("Usage: %s", argv[0]);
return 1;
}
clutter_init (&argc, &argv);
gst_init (&argc, &argv);
stage = clutter_stage_get_default ();
/* Make a timeline */
timeline = clutter_timeline_new (100, 30); /* num frames, fps */
g_object_set(timeline, "loop", TRUE, 0);
/* We need to set certain props on the target texture currently for
* efficient/corrent playback onto the texture (which sucks a bit)
*/
texture = g_object_new (CLUTTER_TYPE_TEXTURE,
"sync-size", FALSE,
"disable-slicing", TRUE,
NULL);
g_signal_connect (CLUTTER_TEXTURE (texture),
"size-change",
G_CALLBACK (size_change), NULL);
/* Set up pipeline */
pipeline = GST_PIPELINE(gst_pipeline_new (NULL));
src = gst_element_factory_make ("videotestsrc", NULL);
warp = gst_element_factory_make ("warptv", NULL);
colorspace = gst_element_factory_make ("ffmpegcolorspace", NULL);
sink = clutter_gst_video_sink_new (CLUTTER_TEXTURE (texture));
// g_object_set (src , "pattern", 10, NULL);
gst_bin_add_many (GST_BIN (pipeline), src, warp, colorspace, sink, NULL);
gst_element_link_many (src, warp, colorspace, sink, NULL);
gst_element_set_state (GST_ELEMENT(pipeline), GST_STATE_PLAYING);
/* start the timeline */
clutter_timeline_start (timeline);
clutter_group_add (CLUTTER_GROUP (stage), texture);
// clutter_actor_set_opacity (texture, 0x11);
clutter_actor_show_all (stage);
clutter_main();
return 0;
}
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