require 'clutter_gtk' require 'clutter_cairo' require "rabbit/utils" require "rabbit/renderer/engine" require "rabbit/renderer/display/base" require 'rabbit/renderer/display/cursor' require "rabbit/renderer/display/progress" require "rabbit/renderer/display/mask" require "rabbit/renderer/display/search" require "rabbit/renderer/display/gesture" require "rabbit/renderer/display/graffiti" require "rabbit/renderer/display/menu" require "rabbit/renderer/display/button-handler" require "rabbit/renderer/display/key-handler" require "rabbit/renderer/display/info" require "rabbit/renderer/display/spotlight" require "rabbit/renderer/display/magnifier" module Rabbit add_gui_init_proc do Clutter::Gtk.init end module Renderer module Display class ClutterEmbed class << self def priority 200 end end include Base include Cursor include Menu include Graffiti include Mask include Progress include Search include Gesture include KeyHandler include ButtonHandler include Info include Spotlight include Magnifier include Renderer::Engine::Cairo attr_accessor :filename def initialize(canvas) @recreate_id = nil @need_reload_theme = false super @filename = nil init_clutter_embed end def widget @embed end def clear_slide super redraw end def post_fullscreen update_cursor(:blank, true) end def post_unfullscreen update_menu end def post_iconify end def post_apply_theme recreate_actors end def post_move(old_index, index) update_title update_menu old_actor = retrieve_actor(old_index) old_actor.hide if old_actor actor = retrieve_actor(index) if actor and !hiding? actor.show actor.raise_top if old_actor transition = @canvas.slides[index].transition transition_method = "transition_#{transition}" if transition and respond_to?(transition_method, true) send(transition_method, old_actor, actor, old_index, index) end end end end def post_move_in_slide(old_index, index) actor = retrieve_actor(nil, old_index) actor.hide if actor actor = retrieve_actor(nil, index) if actor and !hiding? actor.show actor.raise_top end end def pre_parse end def post_parse clear_button_handler update_title update_menu if @need_reload_theme @need_reload_theme = false reload_theme end end def pre_toggle_index_mode end def post_toggle_index_mode recreate_actors end def pre_to_pixbuf(slide_size) end def to_pixbufing(i) true end def post_to_pixbuf(canceled) end def index_mode_on keep_cursor(:index) update_cursor(nil, true) end def index_mode_off restore_cursor(:index) end def toggle_whiteout super if whiteouting? @stage.color = Clutter::Color.parse("white") current_actor.hide else reset_stage_color current_actor.show end redraw end def toggle_blackout super if blackouting? @stage.color = Clutter::Color.parse("black") current_actor.hide else reset_stage_color current_actor.show end redraw end def display? true end def reload_theme(&callback) if @canvas.applying? @need_reload_theme = true else callback ||= Utils.process_pending_events_proc @canvas.activate("ReloadTheme", &callback) end end def attach_to(window) super init_menu add_widget_to_window(@window) widget.show attach_menu(@window) end def detach detach_menu(@window) widget.hide unless @window.destroyed? remove_widget_from_window(@window) @window.signal_handler_disconnect(@configure_signal_id) end super end def reset_adjustment super @actors.each do |slide_actors| slide_actors.each do |actor| actor.x = 0 actor.y = 0 actor.set_scale(1, 1) actor.set_rotation(Clutter::X_AXIS, 0, 0, 0, 0) actor.set_rotation(Clutter::Y_AXIS, 0, 0, 0, 0) actor.set_rotation(Clutter::Z_AXIS, 0, 0, 0, 0) end end end def cache_all_slides end def update_comment(source, &block) comment = @canvas.comments.last color = Clutter::Color.new(rand(256), rand(256), rand(256), 128 + rand(128)) size = 36 + rand(72) actor = Clutter::Label.new("Sans #{size}", comment, color) actor.x = @canvas.width actor.y = (@canvas.height / 2.0) * rand actor.show @stage.add(actor) n = 150 + rand(150) delta = (@canvas.width + actor.width) / n.to_f do_rotate_x = rand(5).zero? do_rotate_y = rand(5).zero? do_rotate_z = rand(5).zero? do_scale = rand(5).zero? x_axis = actor.x y_axis = actor.y - (actor.height * 0.5) if do_rotate_x actor.set_rotation(Clutter::X_AXIS, rand(360), 0, y_axis, 0) end if do_rotate_y actor.set_rotation(Clutter::Y_AXIS, rand(360), x_axis, 0, 0) end if do_rotate_z actor.set_rotation(Clutter::Z_AXIS, rand(360), x_axis, y_axis, 0) end if do_scale x_sign = 1 y_sign = 1 actor.set_scale(-2 + rand(5), -2 + rand(5)) end GLib::Timeout.add(1000 / 50) do actor.raise_top actor.x -= delta x_angle, x_x, x_y, x_z = actor.get_rotation(Clutter::X_AXIS) y_angle, y_x, y_y, y_z = actor.get_rotation(Clutter::Y_AXIS) z_angle, z_x, z_y, z_z = actor.get_rotation(Clutter::Z_AXIS) x_angle = (x_angle + rand(5)) % 360 y_angle = (y_angle + rand(5)) % 360 z_angle = (z_angle + rand(5)) % 360 x_axis = actor.x if do_rotate_x actor.set_rotation(Clutter::X_AXIS, x_angle, 0, y_axis, 0) end if do_rotate_y actor.set_rotation(Clutter::Y_AXIS, y_angle, x_axis, 0, 0) end if do_rotate_z actor.set_rotation(Clutter::Z_AXIS, z_angle, x_axis, y_axis, 0) end if do_scale x_scale, y_scale = actor.scale x_sign *= -1 if x_scale.abs > 2 y_sign *= -1 if y_scale.abs > 2 actor.set_scale(x_scale + (0.1 * x_sign), y_scale + (0.1 * y_sign)) end n -= 1 @stage.remove(actor) if n.zero? not n.zero? end end private def add_widget_to_window(window) window.add(@embed) end def remove_widget_from_window(window) window.remove(@embed) end def init_dpi @x_dpi = ScreenInfo.screen_x_resolution @y_dpi = ScreenInfo.screen_y_resolution end def init_clutter_embed @embed = Clutter::GtkEmbed.new @embed.can_focus = true @stage = @embed.stage reset_stage_color set_map set_expose_event set_configure_event_after event_mask = Gdk::Event::BUTTON_PRESS_MASK event_mask |= Gdk::Event::BUTTON_RELEASE_MASK event_mask |= Gdk::Event::BUTTON1_MOTION_MASK event_mask |= Gdk::Event::BUTTON2_MOTION_MASK event_mask |= Gdk::Event::BUTTON3_MOTION_MASK @embed.add_events(event_mask) set_key_press_event(@embed) set_button_event(@embed) set_motion_notify_event set_scroll_event end def reset_stage_color @stage.color = Clutter::Color.parse("black") end def depth @embed.window.depth end def draw_nth_slide(index=nil, index_in_slide=nil) index ||= @canvas.current_index slide = @canvas.slides[index] if slide old_index_in_slide = slide.drawing_index slide.drawing_index = index_in_slide if index_in_slide begin slide.draw(@canvas, true) slide.draw(@canvas, false) ensure slide.drawing_index = old_index_in_slide end end end def set_map @embed.signal_connect("map") do |widget, event| @drawable = widget.window false end end def set_expose_event @embed.signal_connect("expose-event") do |widget, event| reload_source false end end def configured(x, y, w, h) super recreate_actors end def set_configure_event_after @embed.signal_connect_after("configure_event") do |widget, event| configured_after(widget, event) end end def configured_after(widget, event) reload_theme if @drawable false end def set_motion_notify_event @embed.signal_connect("motion_notify_event") do |widget, event| call_hook_procs(@motion_notify_hook_procs, event) end begin_x = nil begin_y = nil prev_x = nil prev_y = nil start_time = nil handled = false scale = 1.0 axis_x = 0.5 axis_y = 0.5 add_button_press_hook do |event| handled = false start_time = event.time begin_x = prev_x = event.x begin_y = prev_y = event.y false end add_motion_notify_hook do |event| state = event.state if state.button2_mask? handled = true processed = true x = event.x.to_f y = event.y.to_f w = width.to_f h = height.to_f actor = current_actor if state.control_mask? scale += (y - prev_y) / (h / 4) actor.x = (actor.width / 2) * (1 - scale) actor.y = (actor.height / 2) * (1 - scale) actor.set_scale(scale, scale) elsif state.shift_mask? angle_x, = actor.get_rotation(Clutter::X_AXIS) angle_y, = actor.get_rotation(Clutter::Y_AXIS) angle_z, = actor.get_rotation(Clutter::Z_AXIS) delta_x = prev_x - x delta_y = y - prev_y if delta_x.abs < 3 or delta_y.abs < 3 if delta_y.abs > delta_x.abs angle_x += delta_y else angle_y += delta_x end else delta_z = Math.sqrt(delta_x ** 2 + delta_y ** 2) delta_z *= (delta_x / delta_x) * (delta_y / delta_y) angle_z += delta_z end actor.set_rotation(Clutter::X_AXIS, angle_x, 0, actor.height * axis_y, 0) actor.set_rotation(Clutter::Y_AXIS, angle_y, actor.width * axis_x, 0, 0) actor.set_rotation(Clutter::Z_AXIS, angle_z, actor.width * axis_x, actor.height * axis_y, 0) else processed = false end if processed and event.time > start_time + 100 start_time = event.time end end prev_x = x prev_y = y false end add_button_release_hook do |event, last_button_press_event| handled end end def set_scroll_event @embed.signal_connect("scroll_event") do |widget, event| handled = call_hook_procs(@scroll_hook_procs, event) unless handled handled = true case event.direction when Gdk::EventScroll::Direction::UP @canvas.activate("PreviousSlide") when Gdk::EventScroll::Direction::DOWN @canvas.activate("NextSlide") else handled = false end end handled end end def retrieve_actor(index=nil, index_in_slide=nil) index ||= index || @canvas.current_index slide_actors = @actors[index] return nil if slide_actors.nil? slide = @canvas.slides[index] slide_actors[index_in_slide || slide.drawing_index] end def current_actor retrieve_actor end def recreate_actors if @recreate_id GLib::Source.remove(@recreate_id) @recreate_id = nil end index = nil index_in_slide = 0 @actors = [] @stage.remove_all @recreate_id = GLib::Idle.add do i = index || @canvas.current_index slide_actors = @actors[i] || [] actor = slide_actors[index_in_slide] slide = @canvas.slides[i] if actor.nil? actor = Clutter::Cairo.new(width, height) context = actor.create init_context(context) draw_nth_slide(i, index_in_slide) finish_context @actors[i] ||= [] @actors[i][index_in_slide] = actor @stage.add(actor) current_index_in_slide = index_in_slide == slide.drawing_index if index.nil? and current_index_in_slide and !hiding? actor.show actor.raise_top Utils.process_pending_events_proc.call else actor.hide end end slide = @canvas.slides[i] if slide and slide.last?(index_in_slide) index = -1 if index.nil? index += 1 index_in_slide = 0 have_next = index < @canvas.slide_size else index_in_slide += 1 have_next = true end unless have_next @recreate_id = nil end have_next end end def grab Gtk.grab_add(@embed) Gdk.pointer_grab(@embed.window, false, Gdk::Event::BUTTON_PRESS_MASK | Gdk::Event::BUTTON_RELEASE_MASK | Gdk::Event::SCROLL_MASK | Gdk::Event::POINTER_MOTION_MASK, nil, nil, Gdk::Event::CURRENT_TIME) end def ungrab Gtk.grab_remove(@embed) Gdk.pointer_ungrab(Gdk::Event::CURRENT_TIME) end def pointer window, x, y, mask = @embed.window.pointer [x, y, mask] end def transition_turn_over(old_actor, actor, old_index, index) old_actor.show old_actor.raise_top n = 90 if old_index > index angle_sign = -1 x = old_actor.width else angle_sign = 1 x = 0 end GLib::Timeout.add(1000 / n) do angle = (n - 90) * angle_sign old_actor.set_rotation(Clutter::Y_AXIS, angle, x, 0, 0) n -= 1 if n.zero? old_actor.hide old_actor.set_rotation(Clutter::Y_AXIS, 0, 0, 0, 0) actor.show end not n.zero? end end def transition_small_and_slide_out(old_actor, actor, old_index, index) old_actor.show old_actor.raise_top n = 180 half = 90 scale = 1 GLib::Timeout.add(1000 / n) do if n > half old_actor.x = (old_actor.width / 2) * (1 - scale) old_actor.y = (old_actor.height / 2) * (1 - scale) old_actor.set_scale(scale, scale) scale -= 0.5 / half else delta = old_actor.width / half delta *= -1 if old_index < index old_actor.x += delta end n -= 1 if n.zero? old_actor.hide old_actor.x = 0 old_actor.y = 0 old_actor.set_scale(1, 1) actor.show end not n.zero? end end end end end end