Developer(s) | Intel Corporation |
---|---|
Initial release | 22 June 2006 |
Stable release | 1.8.0 / September 19, 2011[1] |
Written in | C |
Operating system | Cross-platform |
Available in | English |
Type | Graphics library |
License | LGPL |
Website | www.clutter-project.org |
Clutter is an open source graphics library for creating hardware-accelerated user interfaces. It relies upon OpenGL (1.4+) or OpenGL ES (1.1 or 2.0) for rendering, can be compiled on different platforms (X11, Darwin and Win32) and has multiple bindings to other languages (including Mono, Perl, Python, Ruby and Vala). It also supports media playback using GStreamer and 2D graphics rendering using Cairo.[2]
Clutter was created by OpenedHand Ltd, now part of Intel. Licensed under the LGPL v2.1, Clutter is free and open source software.[3]
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Clutter is implemented using the C programming language with a design based on the GObject object system. Bindings are available for these languages:
Clutter is developed on the X Window System, using the GLX extension[4]. It is also targeted to embedded environments, either using X or the native frame buffer. As of release 0.6, native support for Mac OS X has been added[5]. A native Microsoft Windows backend is supported since the 0.8 release[6]. Windows pre-compiled dll's can be found on [7] or [8], however, you can build the latest dll for Windows with MinGW and Bash shell for Windows.
Clutter is a scene graph based canvas working in retained mode. Every object on the scene is usually a 2D surface inside a 3D space.
Clutter abstracts the native windowing environment behind a backend, which is also responsible for creating the main container for the scene graph; this top level container is called the stage. Items on the stage are called actors.
Instead of operating on matrices, as does OpenGL, the Clutter developer changes properties of each actor. Clutter will then notice the changes, and render the scene accordingly.
This example will add a label on the stage.
ClutterActor *stage = clutter_stage_get_default ();
ClutterActor *label = clutter_text_new_with_text ("Sans 32px", "Hello, world"); clutter_container_add_actor (CLUTTER_CONTAINER (stage), label);
float x, y; x = (clutter_actor_get_width (stage) - clutter_actor_get_width (label)) / 2; y = (clutter_actor_get_height (stage) - clutter_actor_get_height (label)) / 2; clutter_actor_set_position (label, x, y);
clutter_actor_show (stage);
Clutter allows implicit animations of every item on the canvas using special objects called behaviours: each behaviour can be applied to multiple actors, and multiple behaviours can be composed on the same actor. Behaviours handle animations implicitly: the developer specifies the initial and final states, the time (or number of frames) needed to complete the animation, the function of time to be used (linear, sine wave, exponential, etc.), and the behaviour will take care of the tweening. Clutter provides a generic base class for developers to implement custom behaviours, and various simple classes handling simple properties, like opacity, position on the Z axis (depth), position along a path, rotation, etc.
Since Clutter 1.0, it is also possible to create simple, one-off animations using the ClutterAnimation class and the clutter_actor_animate() convenience function. The clutter_actor_animate() function animates an actor properties between their current state and the specified final state.
This example will scale the label from its size to a factor of 2 in 2 seconds, using a linear function of time and behaviours:
ClutterTimeline *timeline = clutter_timeline_new (2000); ClutterAlpha *alpha = clutter_alpha_new_full (timeline, CLUTTER_LINEAR); ClutterBehaviour *behaviour = clutter_behaviour_scale_new (alpha, 1.0, 1.0, /* initial scaling factors */ 2.0, 2.0 /* final scaling factors */ ); clutter_behaviour_apply (behaviour, label);
The equivalent code using the implicit animations API is:
clutter_actor_animate (label, /* the actor to animate */ CLUTTER_LINEAR, /* the easing mode */ 2000, /* the duration of the animation */ "scale-x", 2.0, /* final horizontal scaling factor */ "scale-y", 2.0, /* final vertical scaling factor */ NULL);
Clutter can build user interfaces using a specialized JSON dialect[10]. The entire scene graph is defined using JSON types and built at run time through the ClutterScript class.
This definition will create the main window and place a label with the text Hello, world! inside it.
{ "id" : "main-stage", "type" : "ClutterStage", "color" : "white", "width" : 800, "height" : 600, "title" : "Script demo", "children" : [ { "id" : "hello-label", "type" : "ClutterText", "x" : 400, "y" : 300, "text" : "Hello, world!", "color" : "black", "font-name" : "Sans 48px" } ], "signals" : [ { "name" : "destroy", "handler" : "clutter_main_quit" } ] }
The definition can be saved into a file or as a string, and loaded using:
ClutterScript *script = clutter_script_new (); GError *error = NULL; clutter_script_load_from_data (script, description, -1, &error); if (error) { g_warning ("Unable to load UI description: %s", error->message); g_error_free (error); } else { GObject *stage; clutter_script_connect_signals (script, NULL); /* connect the signal handlers */ stage = clutter_script_get_object (script, "main-stage"); /* get the "main-stage" object */ clutter_actor_show (CLUTTER_ACTOR (stage)); }
Clutter can be integrated with other libraries and toolkits, for instance: