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#include <clutter/clutter.h>
#include <math.h>
#include <errno.h>
#include <stdlib.h>
#define TRAILS 0
#define NHANDS 6
#define RADIUS ((CLUTTER_STAGE_WIDTH()+CLUTTER_STAGE_HEIGHT())/6)
typedef struct SuperOH
{
ClutterActor *hand[NHANDS], *bgtex;
ClutterGroup *group;
GdkPixbuf *bgpixb;
} SuperOH;
void
screensaver_setup (void)
{
Window remote_xwindow;
const char *preview_xid;
gboolean foreign_success = FALSE;
preview_xid = g_getenv ("XSCREENSAVER_WINDOW");
if (preview_xid != NULL)
{
char *end;
remote_xwindow = (Window) strtoul (preview_xid, &end, 0);
if ((remote_xwindow != 0) && (end != NULL) &&
((*end == ' ') || (*end == '\0')) &&
((remote_xwindow < G_MAXULONG) || (errno != ERANGE)))
{
foreign_success = clutter_stage_set_xwindow_foreign
(CLUTTER_STAGE(clutter_stage_get_default()), remote_xwindow);
}
}
if (!foreign_success)
clutter_actor_set_size (clutter_stage_get_default(), 800, 600);
}
/* input handler */
void
input_cb (ClutterStage *stage,
ClutterEvent *event,
gpointer data)
{
SuperOH *oh = (SuperOH *)data;
if (event->type == CLUTTER_BUTTON_PRESS)
{
ClutterButtonEvent *bev = (ClutterButtonEvent *) event;
ClutterActor *e;
g_print ("*** button press event (button:%d) ***\n",
bev->button);
e = clutter_stage_get_actor_at_pos (stage,
clutter_button_event_x (event),
clutter_button_event_y (event));
if (e)
clutter_actor_hide(e);
}
else if (event->type == CLUTTER_KEY_PRESS)
{
ClutterKeyEvent *kev = (ClutterKeyEvent *) event;
g_print ("*** key press event (key:%c) ***\n",
clutter_key_event_symbol (kev));
if (clutter_key_event_symbol (kev) == CLUTTER_q)
clutter_main_quit ();
}
}
/* Timeline handler */
void
frame_cb (ClutterTimeline *timeline,
gint frame_num,
gpointer data)
{
SuperOH *oh = (SuperOH *)data;
ClutterActor *stage = clutter_stage_get_default ();
gint i;
#if TRAILS
oh->bgpixb = clutter_stage_snapshot (CLUTTER_STAGE (stage),
0, 0,
CLUTTER_STAGE_WIDTH(),
CLUTTER_STAGE_HEIGHT();
clutter_texture_set_pixbuf (CLUTTER_TEXTURE (oh->bgtex), oh->bgpixb);
g_object_unref (G_OBJECT (oh->bgpixb));
g_object_unref (stage);
#endif
/* Rotate everything clockwise about stage center*/
clutter_actor_rotate_z (CLUTTER_ACTOR(oh->group),
frame_num,
CLUTTER_STAGE_WIDTH()/2,
CLUTTER_STAGE_HEIGHT()/2);
for (i = 0; i < NHANDS; i++)
{
/* rotate each hand around there centers */
clutter_actor_rotate_z (oh->hand[i],
- 6.0 * frame_num,
clutter_actor_get_width (oh->hand[i])/2,
clutter_actor_get_height (oh->hand[i])/2);
}
/*
clutter_actor_rotate_x (CLUTTER_ACTOR(oh->group),
75.0,
CLUTTER_STAGE_HEIGHT()/2, 0);
*/
}
int
main (int argc, char *argv[])
{
ClutterTimeline *timeline;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
GdkPixbuf *pixbuf;
SuperOH *oh;
gint i;
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL);
if (!pixbuf)
g_error("pixbuf load failed");
/* Set our stage (window) size */
// clutter_actor_set_size (stage, WINWIDTH, WINHEIGHT);
/* and its background color */
screensaver_setup ();
clutter_stage_set_color (CLUTTER_STAGE (stage),
&stage_color);
oh = g_new(SuperOH, 1);
#if TRAILS
oh->bgtex = clutter_texture_new();
clutter_actor_set_size (oh->bgtex,
CLUTTER_STAGE_WIDTH(), CLUTTER_STAGE_HEIGHT());
clutter_actor_set_opacity (oh->bgtex, 0x99);
clutter_group_add (CLUTTER_GROUP (stage), oh->bgtex);
#endif
/* create a new group to hold multiple actors in a group */
oh->group = clutter_group_new();
for (i = 0; i < NHANDS; i++)
{
gint x, y, w, h;
/* Create a texture from pixbuf, then clone in to same resources */
if (i == 0)
oh->hand[i] = clutter_texture_new_from_pixbuf (pixbuf);
else
oh->hand[i] = clutter_clone_texture_new (CLUTTER_TEXTURE(oh->hand[0]));
/* Place around a circle */
w = clutter_actor_get_width (oh->hand[0]);
h = clutter_actor_get_height (oh->hand[0]);
x = CLUTTER_STAGE_WIDTH() / 2
+ RADIUS * cos (i * M_PI / (NHANDS/2)) - w/2;
y = CLUTTER_STAGE_HEIGHT() / 2
+ RADIUS * sin (i * M_PI / (NHANDS/2)) - h/2;
clutter_actor_set_position (oh->hand[i], x, y);
/* Add to our group group */
clutter_group_add (oh->group, oh->hand[i]);
}
/* Add the group to the stage */
clutter_group_add (CLUTTER_GROUP (stage), CLUTTER_ACTOR(oh->group));
/* Show everying ( and map window ) */
clutter_group_show_all (oh->group);
clutter_group_show_all (CLUTTER_GROUP (stage));
g_signal_connect (stage, "button-press-event",
G_CALLBACK (input_cb),
oh);
g_signal_connect (stage, "key-release-event",
G_CALLBACK (input_cb),
oh);
/* Create a timeline to manage animation */
timeline = clutter_timeline_new (360, 90); /* num frames, fps */
g_object_set(timeline, "loop", TRUE, 0); /* have it loop */
/* fire a callback for frame change */
g_signal_connect(timeline, "new-frame", G_CALLBACK (frame_cb), oh);
/* and start it */
clutter_timeline_start (timeline);
clutter_main();
g_object_unref (stage);
return 0;
}
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