Clutter 1.12
Cogl 1.10
Vala 或 C 或 Python。
我在这里可能有一个根本的误解——
我认为“演员”是 3D 多边形的东西。我将它们的颜色视为顶点颜色或纹理映射。鉴于此,我一直在尝试绘制一个自定义 Actor 并用通过 Cairo 绘制的内容填充它。我哪儿也去不了。
代码包含在下面(在 Vala 中)。任何人都可以让我正确了解 Clutter 的基础知识(文档只是没有删减它),或者,如果我很接近,请帮助我使该代码正常工作。
我希望看到一个带有笑脸的圆角矩形。我看到的是覆盖*脸部的 Cogl 路径填充。我认为paint() 是在drawme() 之后完成的
*如果您在方法paint() 中将Clutter.Color 设置为“#0001”,您会看到这一点。
/*
Clutter Actor with custom paint() and filled with a Cairo-drawn texture.
(NOT yet working.)
Compile with:
valac \
--pkg clutter-1.0 \
--pkg cogl-1.0 \
somename.vala
*/
public class SmileyRect : Clutter.Actor {
//private vars
private Clutter.Canvas _canvas;
private bool _flip = false;
private int _w = 300;
private int _h = 300;
//Constructor
construct {
_canvas = new Clutter.Canvas();
_canvas.set_size( this._w, this._h );
this.set_size( this._w, this._h );
this.set_content( _canvas );
//Connect to the draw signal - this is as-per Clutter docs.
_canvas.draw.connect( drawme );
//Make it reactive and connect to the button-press-event
this.set_reactive( true );
this.button_press_event.connect( button_press );
}
/*
Button press signal handler.
Changes the colour of what will be painted on the canvas.
*/
private bool button_press ( Clutter.ButtonEvent evt ) {
this._flip = !this._flip; //Jiggle a value.
this.redraw(); // Forces re-run of the drawme() method.
return true; //all done with this signal.
}
//Common function to draw Cogl stuff - used in paint and pick.
private void draw_rr( Clutter.Color? color ) {
if (color != null ) { Cogl.set_source_color4ub(color.red,color.green,color.blue,color.alpha); }
Cogl.Path.round_rectangle( 0, 0, this._w, this._h, 15, 0.3f );
Cogl.Path.close();
// When from paint():
// Is there some way to fill this Cogl path with the contents
// of this._canvas? Or some other paradigm?
if (color != null ) { Cogl.Path.fill(); }
}
/* Some kind of freaky, this magic paint() thing.
Took me ages to get it running.
I want to draw a rounded rectangle as the basic shape
of this actor.
*/
public override void paint() {
stdout.printf("paint runs.\n");
// I did try a transparent color #0000 - just to see. No go.
// #000f - draws a black rounded rect *OVER* the Cairo canvas. It covers
// the smiley face.
this.draw_rr( Clutter.Color.from_string("#0000") );
}
/* I followed paint() example, but the argument was tricky.
I eventually found it from some PyClutter source code.
*/
public override void pick(Clutter.Color color) {
stdout.printf("pick runs.\n");
this.draw_rr( color );
}
/*
Draws the Cairo art to the canvas.
I want this art to be the bitmap/pixmap that *fills* the
basic rounded rectangle shape of this actor.
i.e I want the smile face cairo rectangle to be *within* the
polygon that is draw via Cogl in paint() method.
Does this even make sense?
*/
private bool drawme( Cairo.Context ctx, int width, int height) {
//Draw a rectangle
double[] col;
if (this._flip) {
col = {1f,0f,0f};
}
else {
col = {0f,1f,0f};
}
ctx.set_source_rgb( col[0], col[1], col[2] );
ctx.rectangle( 0, 0, width, height );
ctx.fill();
//Draw a smiley face.
// Aside: Been trying to avoid all the weird casting of the floats/doubles used below
// (see the generated c source.) Not at all sure what's going on there.
// Also not sure about that 'f' on the numbers. Where/when do I have to use it?
double pi = 3.14f;
double w = (double) width;
double h = (double) height;
ctx.set_line_width( 6f );
ctx.set_source_rgb( 0f, 0f, 0.8f );
//eyes
ctx.move_to( w/3f, h/3f );
ctx.rel_line_to( 0f, h/6f );
ctx.move_to( 2*(w/3f), h/3f );
ctx.rel_line_to( 0f, h/6f );
ctx.stroke();
ctx.set_source_rgb( 1f, 1f, 0f );
double rad = (w > h) ? h : w;
//face
ctx.arc( w/2f, h/2f, (rad/2f) - 20f,0f,2f * pi );
ctx.stroke();
//smile
ctx.arc( w/2f, h/2f, (rad/3f) -10f, pi/3f, 2f * (pi/3f) );
ctx.stroke();
return true;
}
//Redraw - forces invalidate which trips the draw event
public void redraw() {
this._canvas.invalidate();
}
} //end SmileyRect class
void main( string[] args ) {
Clutter.init(ref args);
var stage = new Clutter.Stage();
stage.set_size(400,400);
var rs = new SmileyRect();
stage.add_child(rs);
rs.redraw();
stage.destroy.connect(Clutter.main_quit);
stage.show();
Clutter.main();
}