def start(self): """Starts the Clutter main event loop and sets our kernel startup routine. """ # Register our function to initiate the kernel and start Clutter GObject.idle_add(self._wire_kernel) Clutter.init([]) Clutter.main()
def __init__(self): self.stage = Clutter.Stage() self.stage.set_size(400, 400) self.layout_manager = Clutter.BoxLayout() self.textures_box = Clutter.Actor(layout_manager=self.layout_manager) self.stage.add_actor(self.textures_box) self.video_texture = Clutter.Texture.new() self.video_texture.set_keep_aspect_ratio(True) self.video_texture.set_size(400,400) self.layout_manager.pack(self.video_texture, expand=False, x_fill=False, y_fill=False, x_align=Clutter.BoxAlignment.CENTER, y_align=Clutter.BoxAlignment.CENTER) self.camera = Cheese.Camera.new(self.video_texture, None, 100, 100) Cheese.Camera.setup(self.camera, None) Cheese.Camera.play(self.camera) def added(signal, data): uuid=data.get_uuid() node=data.get_device_node() print "uuid is " +str(uuid) print "node is " +str(node) self.camera.set_device_by_device_node(node) self.camera.switch_camera_device() device_monitor=Cheese.CameraDeviceMonitor.new() device_monitor.connect("added", added) device_monitor.coldplug() self.stage.show() Clutter.main()
def run(self): """ Start the program. Can be called from this file or from a start-up script.""" # Flip and move the stage to the right location # This has to be done in the application, since it is a # fbdev app if self.config.get("System", "rotation") == "90": self.config.ui.get_object("all").set_rotation_angle( Clutter.RotateAxis.Z_AXIS, 90.0) self.config.ui.get_object("all").set_position(480, 0) elif self.config.get("System", "rotation") == "270": self.config.ui.get_object("all").set_rotation_angle( Clutter.RotateAxis.Z_AXIS, -90.0) self.config.ui.get_object("all").set_position(0, 800) elif self.config.get("System", "rotation") == "180": self.config.ui.get_object("all").set_pivot_point(0.5, 0.5) self.config.ui.get_object("all").set_rotation_angle( Clutter.RotateAxis.Z_AXIS, 180.0) """ Start the process """ self.running = True # Start the processes self.p0 = Thread(target=self.loop, args=(self.config.push_updates, "Push updates")) self.p0.start() self.config.socks_client.start() logging.info("Toggle ready") Clutter.main()
def main(): GLib.threads_init() Clutter.init(sys.argv) MainWindow() Clutter.main()
def run(self): """ Start the process """ self.running = True # Start the processes self.p0 = Thread(target=self.loop, args=(self.events, "Push updates")) self.p0.start() logging.info("Toggle ready") Clutter.main()
def __init__(self): Clutter.init() self.stage = TextStage() self.stage.connect("destroy", lambda *_: Clutter.main_quit()) self.stage.show_all() Clutter.main()
def run(self): # Import clutter only in the gobject thread # This function will be the running mainloop try: from gi.repository import Clutter as clutter clutter.threads_init() clutter.init([]) clutter.main() except Exception, e: log.exception('unable to import clutter') return
def __init__(self): # initialize Clutter Clutter.init([]) self.colors = { 'white': Clutter.Color.new(0, 0, 0, 255), 'blue': Clutter.Color.new(16, 16, 32, 255), 'black': Clutter.Color.new(255, 255, 255, 128), 'hand': Clutter.Color.new(16, 32, 16, 196) } # create a resizable stage stage = Clutter.Stage.new() stage.set_title("2D Clock") stage.set_user_resizable(True) stage.set_background_color(self.colors['blue']) stage.set_size(300, 300) stage.show() # our 2D canvas, courtesy of Cairo canvas = Clutter.Canvas.new() canvas.set_size(300, 300) actor = Clutter.Actor.new() actor.set_content(canvas) actor.set_content_scaling_filters(Clutter.ScalingFilter.TRILINEAR, Clutter.ScalingFilter.LINEAR) stage.add_child(actor) # bind the size of the actor to that of the stage actor.add_constraint( Clutter.BindConstraint.new(stage, Clutter.BindCoordinate.SIZE, 0)) # resize the canvas whenever the actor changes size actor.connect("allocation-changed", self.on_actor_resize) # quit on destroy stage.connect("destroy", self.on_destroy) # connect our drawing code canvas.connect("draw", self.draw_clock) # invalidate the canvas, so that we can draw before the main loop starts Clutter.Content.invalidate(canvas) # set up a timer that invalidates the canvas every second Clutter.threads_add_timeout(GLib.PRIORITY_DEFAULT, 1000, self.invalidate_clock, canvas) Clutter.main()
def run(self): """ Start the program. Can be called from this file or from a start-up script. """ """ Start the process """ self.running = True # Start the processes self.p0 = Thread(target=self.loop, args=(self.config.push_updates, "Push updates")) self.p0.start() self.config.socks_client.start() logging.info("Toggle ready") Clutter.main()
def main(self): """ Starts the application main loop. """ if hasattr(self.window, "wrapper") and isinstance(self.window.wrapper, Gtk.Window): self.window.wrapper.show_all() _LOG.debug("Running GTK loop") Gtk.main() else: self.window.stage.show_all() _LOG.debug("Running Clutter loop") Clutter.main() self._shutdown_sound_effects_player()
def __init__ (self): # initialize Clutter Clutter.init([]) self.colors = { 'white' : Clutter.Color.new(0, 0, 0, 255), 'blue' : Clutter.Color.new(16, 16, 32, 255), 'black' : Clutter.Color.new(255, 255, 255, 128), 'hand' : Clutter.Color.new(16, 32, 16, 196) } # create a resizable stage stage = Clutter.Stage.new () stage.set_title ("2D Clock") stage.set_user_resizable (True) stage.set_background_color (self.colors['blue']) stage.set_size (300, 300) stage.show () # our 2D canvas, courtesy of Cairo canvas = Clutter.Canvas.new () canvas.set_size (300, 300) actor = Clutter.Actor.new () actor.set_content (canvas) actor.set_content_scaling_filters (Clutter.ScalingFilter.TRILINEAR, Clutter.ScalingFilter.LINEAR) stage.add_child (actor) # bind the size of the actor to that of the stage actor.add_constraint(Clutter.BindConstraint.new(stage, Clutter.BindCoordinate.SIZE, 0)) # resize the canvas whenever the actor changes size actor.connect ("allocation-changed", self.on_actor_resize) # quit on destroy stage.connect ("destroy", self.on_destroy) # connect our drawing code canvas.connect ("draw", self.draw_clock) # invalidate the canvas, so that we can draw before the main loop starts Clutter.Content.invalidate (canvas) # set up a timer that invalidates the canvas every second Clutter.threads_add_timeout (GLib.PRIORITY_DEFAULT, 1000, self.invalidate_clock, canvas) Clutter.main ()
def main(): if len(sys.argv) < 2: print "Usage: %s [OPTIONS] <video file> [logo file]" % (sys.argv[0]) else: if DEBUG: Clutter.init(debugArgs) else: Clutter.init(sys.argv) filename = sys.argv[1] if len(sys.argv) > 2: logo = sys.argv[2] else: logo = None app = VideoApp(filename, logo) Clutter.main()
def __init__(self): self.stage = Clutter.Stage() self.stage.set_size(400, 400) self.layout_manager = Clutter.BoxLayout() self.textures_box = Clutter.Actor(layout_manager=self.layout_manager) self.stage.add_actor(self.textures_box) self.video_texture = Clutter.Texture.new() self.video_texture.set_keep_aspect_ratio(True) self.video_texture.set_size(400, 400) self.layout_manager.pack(self.video_texture, expand=False, x_fill=False, y_fill=False, x_align=Clutter.BoxAlignment.CENTER, y_align=Clutter.BoxAlignment.CENTER) self.camera = Cheese.Camera.new(self.video_texture, None, 100, 100) Cheese.Camera.setup(self.camera, None) Cheese.Camera.play(self.camera) def added(signal, data): uuid = data.get_uuid() node = data.get_device_node() print "uuid is " + str(uuid) print "node is " + str(node) self.camera.set_device_by_device_node(node) self.camera.switch_camera_device() device_monitor = Cheese.CameraDeviceMonitor.new() device_monitor.connect("added", added) device_monitor.coldplug() self.stage.show() Clutter.main()
def inputhook_clutter(): # end the running mainloop when input is available on stdin GLib.io_add_watch(sys.stdin, GLib.IO_IN, _main_quit) # start the main loop Clutter.main() return 0
def run(self): self.stage.show_all() idle_add_once(self.texturemgr.start) idle_add_once(self.texturemgr.enable.up) Clutter.main()
def main(): Clutter.init(sys.argv) Test() Clutter.main()
def run(self): self.show() Clutter.main()
def inputhook_clutter(): GLib.io_add_watch(sys.stdin, GLib.IO_IN, _main_quit) Clutter.main() return 0
def main(self): """ Starts the application main loop. """ self.stage.show_all() Clutter.main()
def main(): Clutter.init([]) stage = ButtonStage() stage.connect("destroy", lambda _: Clutter.main_quit()) stage.show_all() Clutter.main()
def main(self): Clutter.main()
from gi.repository import Clutter as clutter stage = clutter.Stage() stage.set_size(400, 400) label = clutter.Text() label.set_editable(False) label.set_text("Clutter Label Text") label.set_color(clutter.color_from_string("brown")) # If no position is given it defaults to the upper most left corner. stage.add(label) stage.show_all() stage.connect('destroy', clutter.main_quit) clutter.main()
def run(self): self.stage.show_all() self.stage.set_size(Gdk.Screen.width(), Gdk.Screen.height()) self.stage.set_fullscreen(True) Clutter.main()
np2 = lambda n: 2 ** math.ceil(math.log(n, 2)) actor.set_shader_param_float("x_step", 1.0 / np2(actor.get_width())) actor.set_shader_param_float("x_step", 1.0 / np2(actor.get_height())) if __name__ == "__main__": stage = Clutter.Stage() stage.set_title("Shaders") stage.set_color(Clutter.Color.new(0x61, 0x64, 0x8c, 0xff)) stage.set_size(512, 384) stage.connect("destroy", Clutter.main_quit) # Here we create a texture-based actor from the file on disk. # Our actor will toggle through shading on right/left click. Unlike the # normal example, we'll start with the basic redhand to let you see how # things change... actor = Clutter.Texture(filename="../../data/redhand.png") actor.set_position(100, 100) actor.set_reactive(True) actor.connect("button-release-event", button_release_cb, None) stage.add_actor(actor) stage.show_all() Clutter.main()