/usr/share/clutter-1.0/cookbook/examples/textures-split-go.c is in libclutter-1.0-doc 1.20.0-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 | #include <clutter/clutter.h>
/* Context will be used to carry interesting variables between functions */
typedef struct
{
ClutterActor *sub_nw, *sub_ne, *sub_sw, *sub_se;
gfloat image_width, image_height;
} Context;
/* Here, we animate the texture to go way by giving the new coordinates
* outside of the stage. We rotate the sub-textures around their anchor
* point (set in setup_sub() as well, it looks cool. */
static gboolean
go_away (gpointer data)
{
Context *context = data;
clutter_actor_animate (context->sub_nw, CLUTTER_EASE_OUT_CUBIC, 1500,
"x", -context->image_width,
"y", -context->image_height,
"rotation-angle-z", 2000.,
NULL);
clutter_actor_animate (context->sub_ne, CLUTTER_EASE_OUT_CUBIC, 1500,
"x", +context->image_width,
"y", -context->image_height,
"rotation-angle-z", 2000.,
NULL);
clutter_actor_animate (context->sub_sw, CLUTTER_EASE_OUT_CUBIC, 1500,
"x", -context->image_width,
"y", +context->image_height,
"rotation-angle-z", 2000.,
NULL);
clutter_actor_animate (context->sub_se, CLUTTER_EASE_OUT_CUBIC, 1500,
"x", -context->image_width,
"y", +context->image_height,
"rotation-angle-z", 2000.,
NULL);
return G_SOURCE_REMOVE; /* remove the timeout source */
}
/* We split the four sub-textures faking to be the big texture, moving them
* away by 10 pixels in each direction */
static gboolean
split (gpointer data)
{
Context *context = data;
gfloat x, y;
clutter_actor_get_position (context->sub_nw, &x, &y);
clutter_actor_animate (context->sub_nw, CLUTTER_EASE_OUT_CUBIC, 300,
"x", x - 10,
"y", y - 10,
NULL);
clutter_actor_get_position (context->sub_ne, &x, &y);
clutter_actor_animate (context->sub_ne, CLUTTER_EASE_OUT_CUBIC, 300,
"x", x + 10,
"y", y - 10,
NULL);
clutter_actor_get_position (context->sub_sw, &x, &y);
clutter_actor_animate (context->sub_sw, CLUTTER_EASE_OUT_CUBIC, 300,
"x", x - 10,
"y", y + 10,
NULL);
clutter_actor_get_position (context->sub_se, &x, &y);
clutter_actor_animate (context->sub_se, CLUTTER_EASE_OUT_CUBIC, 300,
"x", x + 10,
"y", y + 10,
NULL);
/* In 500ms the textures will flee! */
clutter_threads_add_timeout (500, go_away, context);
return G_SOURCE_REMOVE; /* remove the timeout source */
}
static ClutterActor *
setup_sub (CoglHandle texture,
gint image_width,
gint image_height,
gint t_x,
gint t_y,
gint t_width,
gint t_height)
{
CoglHandle sub_texture;
ClutterActor *sub_image;
/* Create a new sub-texture from textures */
sub_texture = cogl_texture_new_from_sub_texture (texture,
t_x, t_y,
t_width, t_height);
/* Create the corresponding ClutterTexture */
sub_image = g_object_new (CLUTTER_TYPE_TEXTURE,
"cogl-texture", sub_texture,
NULL);
/* Set the anchor point in the middle of each sub_image so the position and
* rotation of the textures are relative to that point */
clutter_actor_set_anchor_point (sub_image, image_width / 4, image_height / 4);
return sub_image;
}
#define IMAGE "smiley.png"
int
main (int argc,
char **argv)
{
gfloat image_width, image_height, stage_width, stage_height;
ClutterActor *stage, *image;
GError *error = NULL;
CoglHandle texture;
Context context;
if (clutter_init (NULL, NULL) != CLUTTER_INIT_SUCCESS)
return 1;
stage = clutter_stage_new ();
clutter_actor_get_size (stage, &stage_width, &stage_height);
clutter_stage_set_title (CLUTTER_STAGE (stage), "Animate sub-textures");
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
/* Load smiley.png, creating a new ClutterTexture, get its size and the
* Cogl texture handle */
image = clutter_texture_new_from_file (IMAGE, &error);
if (error != NULL)
{
g_warning ("Could not load " IMAGE ": %s", error->message);
g_clear_error (&error);
return 1;
}
clutter_actor_get_size (image, &image_width, &image_height);
texture = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (image));
/* Create four sub-textures from image, actually splitting the image in
* four */
context.sub_nw = setup_sub (texture, image_width, image_height,
0, 0, image_width / 2 , image_height / 2);
context.sub_ne = setup_sub (texture, image_width, image_height,
image_width / 2 , 0,
image_width / 2, image_height / 2);
context.sub_sw = setup_sub (texture, image_width, image_height,
0.f, image_height / 2,
image_width / 2, image_height / 2);
context.sub_se = setup_sub (texture, image_width, image_height,
image_width / 2, image_height / 2,
image_width / 2, image_height / 2);
/* We don't need the image anymore as we won't display it and as
* cogl_texture_new_from_sub_texture() keeps a reference to the underlying
* texture ressource */
g_object_unref (image);
/* Position the sub-texures in the middle of the screen, recreating the
* original texture */
clutter_actor_set_position (context.sub_nw,
stage_width / 2 - image_width / 4,
stage_height / 2 - image_height / 4);
clutter_actor_set_position (context.sub_ne,
stage_width / 2 + image_width / 4,
stage_height / 2 - image_height / 4);
clutter_actor_set_position (context.sub_sw,
stage_width / 2 - image_width / 4,
stage_height / 2 + image_height / 4);
clutter_actor_set_position (context.sub_se,
stage_width / 2 + image_width / 4,
stage_height / 2 + image_height / 4);
/* Add the four sub-textures to the stage */
clutter_container_add (CLUTTER_CONTAINER (stage), context.sub_nw,
context.sub_ne, context.sub_sw, context.sub_se, NULL);
clutter_actor_show_all (stage);
context.image_width = image_width;
context.image_height = image_height;
/* In two seconds, we'll split the texture! */
clutter_threads_add_timeout (2000, split, &context);
clutter_main ();
return 0;
}
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