view src/rotate.c @ 221:ad4f8a956505

Implement a workaround for the button class. However, this won't solve all issues. We can use this as example to fix the mouse out event issue. When we move the curosr over the text inside the button. The upper layer group will receive MOUSE_OUT events. This is absolute incorrect.
author wycc
date Sun, 14 Dec 2008 12:35:13 +0800
parents 530bb7728546
children 586e50f82c1f
line wrap: on
line source

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "mb_animate.h"

static float comp_mb_timeval_ratio(const mb_timeval_t *a,
				   const mb_timeval_t *b) {
    float ratio;

    ratio = (float)MB_TIMEVAL_SEC(a) * 1000000.0 + (float)MB_TIMEVAL_USEC(a);
    ratio /= (float)MB_TIMEVAL_SEC(b) * 1000000.0 + (float)MB_TIMEVAL_USEC(b);
    return ratio;
}

/*! \brief Animation action to rotate a coordinate.
 */
struct _mb_rotate {
    mb_action_t action;

    co_aix angle1, angle2;
    coord_t *coord;

    mb_timeval_t start_time;
    const mb_timeval_t *playing_time;
};
typedef struct _mb_rotate mb_rotate_t;

static void mb_rotate_start(mb_action_t *act,
			   const mb_timeval_t *now,
			   const mb_timeval_t *playing_time,
			   redraw_man_t *rdman) {
    mb_rotate_t *rotate = (mb_rotate_t *)act;
    co_aix *matrix;
    float _sin, _cos;

    _sin = sinf(rotate->angle1);
    _cos = cosf(rotate->angle1);

    matrix = rotate->coord->matrix;
    memset(matrix, 0, sizeof(co_aix) * 6);
    matrix[0] = _cos;
    matrix[1] = -_sin;
    matrix[3] = _sin;
    matrix[4] = _cos;
    rdman_coord_changed(rdman, rotate->coord);

    MB_TIMEVAL_CP(&rotate->start_time, now);
    rotate->playing_time = playing_time;
}

static void mb_rotate_step(mb_action_t *act, const mb_timeval_t *now,
			   redraw_man_t *rdman) {
    mb_rotate_t *rotate = (mb_rotate_t *)act;
    mb_timeval_t diff;
    co_aix *matrix;
    float ratio;
    float angle;
    float _sin, _cos;

    MB_TIMEVAL_CP(&diff, now);
    MB_TIMEVAL_DIFF(&diff, &rotate->start_time);
    ratio = comp_mb_timeval_ratio(&diff, rotate->playing_time);

    angle = rotate->angle1 * (1 - ratio) + rotate->angle2 * ratio;
    _sin = sinf(angle);
    _cos = cosf(angle);

    matrix = rotate->coord->matrix;
    matrix[0] = _cos;
    matrix[1] = -_sin;
    matrix[3] = _sin;
    matrix[4] = _cos;
    rdman_coord_changed(rdman, rotate->coord);
}

static void mb_rotate_stop(mb_action_t *act, const mb_timeval_t *now,
			   redraw_man_t *rdman) {
    mb_rotate_t *rotate = (mb_rotate_t *)act;
    co_aix *matrix;
    float _sin, _cos;

    _sin = sinf(rotate->angle2);
    _cos = cosf(rotate->angle2);

    matrix = rotate->coord->matrix;
    matrix[0] = _cos;
    matrix[1] = -_sin;
    matrix[3] = _sin;
    matrix[4] = _cos;
    rdman_coord_changed(rdman, rotate->coord);
}

static void mb_rotate_free(mb_action_t *act) {
    free(act);
}

mb_action_t *mb_rotate_new(float angle1, float angle2,
			   coord_t *coord,
			   mb_word_t *word) {
    mb_rotate_t *rotate;

    rotate = (mb_rotate_t *)malloc(sizeof(mb_rotate_t));
    if(rotate == NULL)
	return NULL;

    rotate->angle1 = angle1;
    rotate->angle2 = angle2;
    rotate->coord = coord;

    rotate->action.start = mb_rotate_start;
    rotate->action.step = mb_rotate_step;
    rotate->action.stop = mb_rotate_stop;
    rotate->action.free = mb_rotate_free;

    mb_word_add_action(word, (mb_action_t *)rotate);

    return (mb_action_t *)rotate;
}