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using System;
using System.Threading;
using Clutter;
namespace ClutterTest
{
class TestThreadData {
// Stage stage;
Label label;
public Label Label {
get { return label; }
}
Timeline timeline;
bool cancelled;
public bool Cancelled {
get { return cancelled; }
}
public TestThreadData (Label label, Timeline timeline) {
this.label = label;
this.timeline = timeline;
}
public bool HandleIdle () {
Console.WriteLine ("Thread completed");
label.Text = "Completed";
timeline.Stop ();
return false;
}
}
class TestUpdate {
TestThreadData data;
int count;
public TestUpdate (int count, TestThreadData data) {
this.count = count;
this.data = data;
}
public bool HandleIdle () {
string text = string.Format ("Count to {0}", count);
data.Label.Text = text;
return false;
}
}
class ThreadWrapper {
TestThreadData data;
public ThreadWrapper (TestThreadData data) {
this.data = data;
}
void DoSomethingVerySlow () {
if (data.Cancelled)
return;
for (int i = 0; i < 100; i++) {
System.Threading.Thread.Sleep (100);
if (i % 10 != 0)
continue;
Idle.Add (new TestUpdate (i, data).HandleIdle);
}
}
public void ThreadMethod () {
DoSomethingVerySlow ();
Idle.Add (data.HandleIdle);
}
}
class Program {
static Color stage_color = new Color (0xcc, 0xcc, 0xcc, 0xff);
static Color rect_color = new Color (0xee, 0x55, 0x55, 0x99);
// FIXME: it looks like with threading we need to keep reference to all
// these items :-(
static Alpha alpha;
static Label count_label;
static Label label;
static Rectangle rect;
static Timeline timeline;
static Behaviour behaviour;
static Stage stage;
static void HandleKeyPress (object sender, KeyPressEventArgs args) {
uint symbol = args.Event.Symbol;
Gdk.Key key = (Gdk.Key) Enum.Parse (typeof(Gdk.Key), symbol.ToString ());
switch (key) {
case Gdk.Key.s:
timeline.Start ();
TestThreadData data = new TestThreadData (count_label, timeline);
ThreadWrapper wrapper = new ThreadWrapper (data);
Thread thread = new Thread (wrapper.ThreadMethod);
thread.Start ();
break;
case Gdk.Key.q:
Clutter.Main.Quit ();
break;
}
}
static void Main () {
if (!GLib.Thread.Supported)
GLib.Thread.Init ();
Clutter.Threads.Init ();
Clutter.Threads.Enter ();
ClutterRun.Init ();
stage = Stage.Default;
stage.Color = stage_color;
stage.SetSize (800, 600);
count_label = new Label ("Mono 16", "Counter");
count_label.SetPosition (350, 50);
count_label.Show ();
label = new Label ("Mono 16", "Press 's' to start");
label.SetPosition (50, 50);
label.Show ();
rect = new Rectangle (rect_color);
rect.SetPosition (150, 150);
rect.SetSize (25, 25);
rect.Show ();
timeline = new Timeline (150, 50);
timeline.Loop = true;
alpha = new Alpha (timeline, Sine.Func);
behaviour = new BehaviourRotate(alpha,
RotateAxis.ZAxis,
RotateDirection.Cw,
0.0,
360.0);
behaviour.Apply (rect);
stage.AddActor (rect);
stage.AddActor (count_label);
stage.AddActor (label);
stage.ButtonPressEvent += delegate { Clutter.Main.Quit(); };
stage.KeyPressEvent += HandleKeyPress;
stage.ShowAll ();
ClutterRun.Main ();
Clutter.Threads.Leave ();
}
}
}
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