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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 | <html><head><meta http-equiv="Content-Type" content="text/html; charset=utf-8"><title>4. Loading image data into a texture</title><link rel="stylesheet" type="text/css" href="style.css"><meta name="generator" content="DocBook XSL Stylesheets V1.78.1"><link rel="home" href="index.html" title="The Clutter Cookbook"><link rel="up" href="textures.html" title="Chapter 4. Textures"><link rel="prev" href="textures-aspect-ratio.html" title="3. Maintaining the aspect ratio when loading an image into a texture"><link rel="next" href="textures-sub-textures.html" title="5. Creating sub-textures from an existing texture"></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">4. Loading image data into a texture</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="textures-aspect-ratio.html">Prev</a> </td><th width="60%" align="center">Chapter 4. Textures</th><td width="20%" align="right"> <a accesskey="n" href="textures-sub-textures.html">Next</a></td></tr></table><hr></div><div class="section"><div class="titlepage"><div><div><h2 class="title" style="clear: both"><a name="textures-image-loading"></a>4. Loading image data into a texture</h2></div></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp43552660"></a>4.1. Problem</h3></div></div></div><p>You want to display an image inside a Clutter
application.</p></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp43553388"></a>4.2. Solution</h3></div></div></div><p>Create a <span class="type">ClutterTexture</span> directly from an
image file:</p><div class="informalexample"><pre class="programlisting">ClutterActor *texture;
GError *error = NULL;
gchar *image_path = "/path/to/image";
texture = clutter_texture_new_from_file (image_path, &error);
if (error != NULL)
{
// handle error
}</pre></div><p>Or create a texture and set its source to an image
file:</p><div class="informalexample"><pre class="programlisting">ClutterActor *texture;
GError *error = NULL;
gchar *image_path = "/path/to/image";
gboolean loaded;
texture = clutter_texture_new ();
/*
* returns FALSE if file could not be loaded or texture
* could not be set from image data in the file
*/
loaded = clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
image_path,
&error);
if (error != NULL)
{
// handle error
}</pre></div></div><div class="section"><div class="titlepage"><div><div><h3 class="title"><a name="idp43556444"></a>4.3. Discussion</h3></div></div></div><p>Bear the following in mind when loading images into a
texture:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem"><p>An image load may fail if:
</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: circle; "><li class="listitem"><p>The file does not exist.</p></li><li class="listitem"><p>The image format is unsupported: most of the
common bitmap formats (PNG, JPEG, BMP, GIF, TIFF, XPM)
are supported, but more exotic ones may not be.</p></li></ul></div><p>
</p></li><li class="listitem"><p>Whether you're creating a texture from an image file,
or loading an image from a file into an existing texture,
you should specify the filesystem path to the file, rather
than a URI.</p></li></ul></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idp43387532"></a>4.3.1. Synchronous vs. asynchronous image loading</h4></div></div></div><p>The code examples above show the simplest approach:
loading an image into a texture synchronously. This means that
the application waits for each image to be loaded before continuing;
which is acceptable in this case, but may not be when
loading images into multiple textures.</p><p>Another approach is to load data into textures
asynchronously. This requires some extra set up in your code:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem"><p>Call <code class="function">g_thread_init()</code> (from the
GLib library) prior to calling <code class="function">clutter_init()</code>,
so that a local thread is used to load the file, rather
than the main loop. (Note that this is not necessary if
you're using GLib version >= 2.24, since GObject
initializes threading with the type system.)</p></li><li class="listitem"><p>Set the texture to load data asynchronously.</p></li><li class="listitem"><p>Connect a callback to the texture's load-finished
signal to handle any errors which occur during loading,
and/or to do extra work if data loads successfully.</p></li></ul></div><p>The code below shows how to put these together:</p><div class="informalexample"><pre class="programlisting">/* callback to invoke when a texture finishes loading image data */
static void
_load_finished_cb (ClutterTexture *texture,
gpointer error,
gpointer user_data)
{
GError *err = error;
const gchar *image_path = user_data;
if (err != NULL)
g_warning ("Could not load image from file %s; message: %s",
image_path,
err->message);
else
g_debug ("Image loaded from %s", image_path);
}
int
main (int argc, char *argv[])
{
/* initialize GLib's default threading implementation */
g_thread_init (NULL);
if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
return 1;
/* ... get stage etc. */
ClutterActor *texture;
GError *error = NULL;
texture = clutter_texture_new ();
/* load data asynchronously */
clutter_texture_set_load_async (CLUTTER_TEXTURE (texture), TRUE);
/* connect a callback to the "load-finished" signal */
g_signal_connect (texture,
"load-finished",
G_CALLBACK (_load_finished_cb),
image_path);
/* load the image from a file */
clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
image_path,
&error);
/* ... clutter_main () etc. */
}</pre></div></div><div class="section"><div class="titlepage"><div><div><h4 class="title"><a name="idp43393788"></a>4.3.2. Other ways to load image data into a texture</h4></div></div></div><p>While it's useful to load image data into a texture directly
from a file, there are occasions where you may have image data
in some other (non-file) format:</p><div class="itemizedlist"><ul class="itemizedlist" style="list-style-type: disc; "><li class="listitem"><p>Various GNOME libraries provide image data in
<span class="type">GdkPixbuf</span> structures; clutter-gtk has
functions for creating or setting a texture from a
<span class="type">GdkPixbuf</span>:
<code class="function">gtk_clutter_texture_new_from_pixbuf()</code>
and <code class="function">gtk_clutter_texture_set_from_pixbuf()</code>
respectively.</p></li><li class="listitem"><p>If you have raw RGB pixel data, <span class="type">ClutterTexture</span>
also has a <code class="function">clutter_texture_set_from_rgb_data()</code>
function for loading it.</p></li></ul></div></div></div></div><div class="navfooter"><hr><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="textures-aspect-ratio.html">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="textures.html">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="textures-sub-textures.html">Next</a></td></tr><tr><td width="40%" align="left" valign="top">3. Maintaining the aspect ratio when loading an
image into a texture </td><td width="20%" align="center"><a accesskey="h" href="index.html">Home</a></td><td width="40%" align="right" valign="top"> 5. Creating sub-textures from an existing texture</td></tr></table></div></body></html>
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