Move examples from tests/interactive to a new top-level
The example code that is meant to be XIncluded into the API reference should not be part of the interactive test suite: it's code that it is meant to be used as a reference implementation - whereas the interactive test suite should be allowed to be lean and test behaviour even in nasty ways. In short: the test suite should not be the place where we show off idiomatic code for educational purposes.
This commit is contained in:
274
examples/threads.c
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274
examples/threads.c
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#include <stdio.h>
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#include <stdlib.h>
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#include <clutter/clutter.h>
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/* our thread-specific data */
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typedef struct
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{
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ClutterActor *stage;
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ClutterActor *label;
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ClutterActor *progress;
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ClutterTimeline *timeline;
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} TestThreadData;
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static TestThreadData *
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test_thread_data_new (void)
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{
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TestThreadData *data;
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data = g_new0 (TestThreadData, 1);
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return data;
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}
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static void
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test_thread_data_free (gpointer _data)
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{
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TestThreadData *data = _data;
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if (data == NULL)
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return;
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g_object_unref (data->progress);
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g_object_unref (data->label);
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g_object_unref (data->stage);
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g_object_unref (data->timeline);
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g_free (data);
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}
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static gboolean
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test_thread_done_idle (gpointer user_data)
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{
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TestThreadData *data = user_data;
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g_print ("Thread completed\n");
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clutter_text_set_text (CLUTTER_TEXT (data->label), "Completed");
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clutter_timeline_stop (data->timeline);
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test_thread_data_free (data);
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return FALSE;
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}
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static void
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test_thread_data_done (gpointer _data)
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{
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TestThreadData *data = _data;
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/* since the TestThreadData structure references Clutter data structures
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* we need to free it from within the same thread that called clutter_main()
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* which means using an idle handler in the main loop.
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*
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* clutter_threads_add_idle() is guaranteed to run the callback passed to
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* to it under the Big Clutter Lock.
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*/
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clutter_threads_add_idle (test_thread_done_idle, data);
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}
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static GPrivate test_thread_data = G_PRIVATE_INIT (test_thread_data_done);
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typedef struct
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{
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gint count;
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TestThreadData *thread_data;
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} TestUpdate;
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static gboolean
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update_label_idle (gpointer data)
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{
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TestUpdate *update = data;
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guint width;
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gchar *text;
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text = g_strdup_printf ("Count to %d", update->count);
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clutter_text_set_text (CLUTTER_TEXT (update->thread_data->label), text);
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clutter_actor_set_width (update->thread_data->label, -1);
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if (update->count == 0)
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width = 0;
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else if (update->count == 100)
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width = 350;
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else
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width = (guint) (update->count / 100.0 * 350.0);
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clutter_actor_set_width (update->thread_data->progress, width);
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g_free (text);
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g_free (update);
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return FALSE;
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}
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static void
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do_something_very_slow (void)
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{
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TestThreadData *data;
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gint i;
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data = g_private_get (&test_thread_data);
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for (i = 0; i < 100; i++)
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{
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gint msecs;
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msecs = 1 + (int) (100.0 * rand () / ((RAND_MAX + 1.0) / 3));
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/* sleep for a while, to emulate some work being done */
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g_usleep (msecs * 1000);
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if ((i % 10) == 0)
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{
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TestUpdate *update;
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/* update the UI from within the main loop, making sure that the
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* Big Clutter Lock is held; only one thread at a time can call
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* Clutter API, and it's better to do this from the same thread
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* that called clutter_init()/clutter_main().
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*/
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update = g_new (TestUpdate, 1);
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update->count = i;
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update->thread_data = data;
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clutter_threads_add_idle_full (G_PRIORITY_DEFAULT + 30,
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update_label_idle,
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update, NULL);
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}
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}
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}
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static gpointer
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test_thread_func (gpointer user_data)
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{
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TestThreadData *data = user_data;
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g_private_set (&test_thread_data, data);
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/* this function will block */
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do_something_very_slow ();
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return NULL;
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}
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static ClutterTimeline *timeline = NULL;
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static ClutterActor *count_label = NULL;
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static ClutterActor *help_label = NULL;
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static ClutterActor *progress_rect = NULL;
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static gboolean
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on_key_press_event (ClutterStage *stage,
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ClutterEvent *event,
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gpointer user_data)
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{
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TestThreadData *data;
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switch (clutter_event_get_key_symbol (event))
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{
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case CLUTTER_KEY_s:
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clutter_text_set_text (CLUTTER_TEXT (help_label), "Press 'q' to quit");
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clutter_timeline_start (timeline);
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data = test_thread_data_new ();
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data->stage = g_object_ref (stage);
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data->label = g_object_ref (count_label);
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data->progress = g_object_ref (progress_rect);
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data->timeline = g_object_ref (timeline);
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/* start the thread that updates the counter and the progress bar */
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g_thread_new ("counter", test_thread_func, data);
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return TRUE;
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case CLUTTER_KEY_q:
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clutter_main_quit ();
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return TRUE;
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default:
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break;
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}
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return FALSE;
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}
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int
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main (int argc, char *argv[])
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{
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ClutterActor *stage;
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ClutterActor *rect;
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ClutterBehaviour *r_behaviour, *p_behaviour;
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ClutterAlpha *alpha;
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const ClutterKnot knots[] = {
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{ 75, 150 },
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{ 400, 150 }
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};
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if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
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return 1;
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stage = clutter_stage_new ();
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Threading");
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clutter_actor_set_background_color (stage, CLUTTER_COLOR_Aluminium3);
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clutter_actor_set_size (stage, 600, 300);
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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count_label = clutter_text_new_with_text ("Mono 12", "Counter");
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clutter_actor_set_position (count_label, 350, 50);
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help_label = clutter_text_new_with_text ("Mono 12", "Press 's' to start");
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clutter_actor_set_position (help_label, 50, 50);
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rect = clutter_rectangle_new_with_color (CLUTTER_COLOR_LightScarletRed);
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clutter_actor_set_position (rect, 75, 150);
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clutter_actor_set_size (rect, 50, 50);
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clutter_actor_set_anchor_point (rect, 25, 25);
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clutter_actor_set_opacity (rect, 224);
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progress_rect = clutter_rectangle_new_with_color (CLUTTER_COLOR_DarkChameleon);
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clutter_actor_set_position (progress_rect, 50, 225);
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clutter_actor_set_size (progress_rect, 350, 50);
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clutter_container_add (CLUTTER_CONTAINER (stage),
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count_label, help_label,
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rect, progress_rect,
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NULL);
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timeline = clutter_timeline_new (3000);
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clutter_timeline_set_auto_reverse (timeline, TRUE);
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clutter_timeline_set_repeat_count (timeline, -1);
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alpha = clutter_alpha_new_full (timeline, CLUTTER_LINEAR);
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r_behaviour = clutter_behaviour_rotate_new (alpha,
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CLUTTER_Z_AXIS,
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CLUTTER_ROTATE_CW,
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0.0, 360.0);
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clutter_behaviour_apply (r_behaviour, rect);
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alpha = clutter_alpha_new_full (timeline, CLUTTER_LINEAR);
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p_behaviour = clutter_behaviour_path_new_with_knots (alpha,
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knots,
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G_N_ELEMENTS (knots));
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clutter_behaviour_apply (p_behaviour, rect);
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g_signal_connect (stage,
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"button-press-event", G_CALLBACK (clutter_main_quit),
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NULL);
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g_signal_connect (stage,
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"key-press-event", G_CALLBACK (on_key_press_event),
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NULL);
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clutter_actor_show (stage);
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clutter_threads_enter ();
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clutter_main ();
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clutter_threads_leave ();
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g_object_unref (p_behaviour);
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g_object_unref (r_behaviour);
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g_object_unref (timeline);
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return EXIT_SUCCESS;
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}
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