Showing posts with label clutter. Show all posts
Showing posts with label clutter. Show all posts

30 July 2009

Clutter 1.0.0: Win32/MinGW (updated)

Personal Hack for a win32 build of clutter-1.0.0 libraries.
  • static libraries,
  • interactive.exe and the whole dll package (glib, pango, etc),
  • and a configuration package (prebuild.zip)
In there.
Basically all you need is:

Get Code::Blocks/QtCreator whatever (but a Mingw flavor): http://www.codeblocks.org/downloads/5

Get Clutter-1.0.0, and unzip-it somewhere on your hdd: http://www.clutter-project.org/sources/clutter/1.0/
Get GTK dependencies from http://www.gtk.org/download-windows.html (binaries+dev packages): pango, cairo, glib, gtk+
Get some other Mingw port from http://sourceforge.net/project/showfiles.php?group_id=7382 :
gettext, libiconv

I put all those libraries side by side with clutter-1.0.0.

Concerning mingw, it's likely that the package delivered with cb/qtcreator is outdated:
Get latest mingw API For MS Windows (http://sourceforge.net/projects/mingw/files/ , dev version) and unzip it into your mingw directory
Get latest glext.h (http://www.opengl.org/registry/api/glext.h), to update your probably old \mingw\include\GL\GLext.h.

Now some autoconf stuff:

Get And Unzip prebuild.zip (http://alimbourg.free.fr/clutter-1.0.0) into clutter-1.0.0/build/
It will create some qtcreator\ dir as it's my primary develoment platform, but rename it at will.
The configuration package uses perl (i'm using tinyperl, included in archive) to autoconfigure clutter build, generate marshaling info and glib-enum-typing header files. It makes it ready to compile.
Edit configure.pl to match your installation directories as it needs GLIB for some prebuild steps.
Then, execute configure.bat.

(Finally, it tweaks some qtcreator .pro project files to list every needed source files all the content from clutter\, clutter\COGL, clutter\Pango, clutter\json, clutter\win32: this, of course, has to be done 'by hand' for the other tools)

It's now ready to compile...

13 April 2009

Cool Dialog GUI (9 quads method)



Hey all,

If you want to draw some cool looking rectangle/dialog:


this is the 9 quads method using... Clutter.

First we need some texture like this (256x256 icon):














To be loaded with:
texture = cogl_texture_new_from_file  (texPath, 10, COGL_TEXTURE_NONE, COGL_PIXEL_FORMAT_ANY, NULL);


Then, some layout parameters (inner rectangle coordinates):
float framing[4]={108.0/256.0,50.0/256.0,200.0/256.0,147.0/256.0};


and a function which splits the texture into 9 quads, to stretch the whole thing smartly:

static void _cogl_9_rectangle (float x_1, float y_1, float x_2, float y_2,
float framing[4], CoglHandle texHandle)
{
float  verts[12*9];

if (!cogl_is_texture(texHandle))
return;

cogl_set_source_texture (texHandle);

cogl_push_matrix ();
cogl_translate (x_1, y_1, 0);

float subrect[4];
float w = x_2-x_1;
float h = y_2-y_1;
//uniformly stretched
subrect[0]=w*dims[0];
subrect[1]=h*dims[1];
subrect[2]=w*dims[2];
subrect[3]=h*dims[3];
//and or preserving original texture dims
int tex_w = cogl_texture_get_width(texHandle);
int tex_h = cogl_texture_get_height(texHandle);
float value = tex_w*dims[0];
if (value<subrect[0]) subrect[0]=value;
value = tex_h*dims[1];
if (value<subrect[1]) subrect[1]=value;
value = w - tex_w*(1.0f-dims[2]);
if (value>subrect[2]) subrect[2]=value;
value = h - tex_h*(1.0f-dims[3]);
if (value>subrect[3]) subrect[3]=value;
//and the 9 quads
cogl_rectangle_with_texture_coords (0.0f, 0.0f, subrect[0], subrect[1],
0.0f, 0.0f, dims[0], dims[1]);
cogl_rectangle_with_texture_coords (subrect[0], 0.0f, subrect[2], subrect[1],
dims[0], 0.0f, dims[2], dims[1]);
cogl_rectangle_with_texture_coords (subrect[2], 0.0f, w, subrect[1],
dims[2], 0.0f, 1.0f, dims[1]);

cogl_rectangle_with_texture_coords (0.0f, subrect[1], subrect[0], subrect[3],
0.0f, dims[1], dims[0], dims[3]);
cogl_rectangle_with_texture_coords (subrect[0], subrect[1], subrect[2], subrect[3],
dims[0], dims[1], dims[2], dims[3]);
cogl_rectangle_with_texture_coords (subrect[2], subrect[1], w, subrect[3],
dims[2], dims[1], 1.0f, dims[3]);

cogl_rectangle_with_texture_coords (0.0f, subrect[3], subrect[0], h,
0.0f, dims[3], dims[0], 1.0);
cogl_rectangle_with_texture_coords (subrect[0], subrect[3], subrect[2], h,
dims[0], dims[3], dims[2], 1.0);
cogl_rectangle_with_texture_coords (subrect[2], subrect[3], w, h,
dims[2], dims[3], 1.0f, 1.0);

cogl_pop_matrix();
}


(http://code.google.com/p/syntaxhighlighter/ rocks)

11 March 2009

Clutter, 0.9 and above, places to look for

BTW: for those interested in clutter 0.9.0 and above, i'm recommending using the test files as turorials as the other repo directories are still not very 0.9 friendly. And things did change a lot(!) between 0.8 and 0.9....

Anyway, browsing clutter-xxx/tests/interactive and clutter-xxx/tests/conform directories should bring you with enough juice to start.

Coming soon, some basic clutter code of mine.

05 March 2009

Clutter 0.9 (CodeBlocks/MinGW/Win32 build)

Do you know Clutter ?

"Clutter is an open source software library for creating fast, visually rich and animated graphical user interfaces. "

http://www.clutter-project.org/

Great Project. Really.

A bit too much intricated with gnome/gtk, not really win32 native ;), not so much pictures to display about, but... Nice and Smart code: really promising architecture.
Wanted to figure this on win32, as i'd like to create some click n play frontends for my htpc...
Good news: it's buildable on Windows/CodeBlocks (mingw) with a bit of luck and elbow grease :)

Here is a recipe:

Get Code::Blocks (Mingw flavor): http://www.codeblocks.org/downloads/5

Get Clutter0.9, and unzip-it somewhere on your hdd.

Get GTK dependencies from http://www.gtk.org/download-windows.html (binaries+dev packages): pango, cairo, glib, gtk+

Get some Mingw port from http://sourceforge.net/project/showfiles.php?group_id=7382 :
gettext, libiconv

I put all those libraries side by side with clutter-0.9.

Now some OpenGL trickeries: this is the main problem when compiling on win32 as internal OGL support is only up to 1.2, and clutter is more 1.4. So, as usual, we'll play with extensions and runtime function pointers retrieval.
Note that clutter/cogl is dealing with >1.4 extensions as well: mine is a hack concerning 'some functions 'between' OGL 1.2 and 1.4... So:

Get latest glext.h, to update your probably old \codeblocks\mingw\include\GL\GLext.h.

Create clutter-0.9.0\build\cb directory ('cb' stands for code::blocks, took the directory location from the old msvc_2k5 port).

Unzip this patch/project archive file in clutter-0.9.0\build\cb.

Run cb/prebuild.bat: it will copy some config files, create the actor-marshall.h/.c, and replace some files with a patched version (have a look into prebuild.bat as it probably wont fit with your directory configuration).

Now open code::blocks and cb\clutter.workspace: you should be ready to compile and link both clutter and interactive_d projects.

To execute interactive_d.exe: you need a bunch of dll in the running directory as the content of clutter-0.9\test\data. This is my complete build folder.

interactive_d.exe needs the name of the test to be ran, as a parameter, such as 'interactive_d.exe test-clutter-cairo-flowers'. Here is a two rows list of possible params:


test-actor-clone test-actors
test-animation test-behave
test-binding-pool test-clip
test-clutter-cairo-flowers test-cogl-multitexture
test-cogl-offscreen test-cogl-primitives
test-cogl-tex-convert test-cogl-tex-foreign
test-cogl-tex-getset test-cogl-tex-polygon
test-cogl-tex-tile test-depth
test-easing test-events
test-fbo test-fullscreen
test-grab test-layout
test-main test-model
test-multistage test-offscreen
test-paint-wrapper test-perspective
test-pixmap test-project
test-random-text test-rotate
test-scale test-score
test-script test-shader
test-stage-read-pixels test-text-field
test-text test-texture-quality
test-textures test-threads
test-unproject test-viewport

That's it for Clutter 0.9 :)
I'm going to dive more and more into it next days... And will publish my investigations in there. Stay tuned ?