cookbook: Add example code for animated rotation

Add example code demonstrating how to rotate in the x,y,z
axes using ClutterState. Integrated with build.
This commit is contained in:
Elliot Smith 2010-07-21 12:51:47 +01:00
parent 385ac8e181
commit 12ffe70a86
3 changed files with 140 additions and 0 deletions

View File

@ -1,2 +1,3 @@
/text-shadow
/textures-reflection
/animations-rotating

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@ -5,6 +5,7 @@ NULL =
noinst_PROGRAMS = \
textures-reflection \
text-shadow \
animations-rotating \
$(NULL)
INCLUDES = \
@ -29,3 +30,5 @@ AM_LDFLAGS = $(CLUTTER_LIBS)
textures_reflection_SOURCES = textures-reflection.c
text_shadow_SOURCES = text-shadow.c
animations_rotating_SOURCE = animations-rotating.c

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@ -0,0 +1,136 @@
#include <clutter/clutter.h>
#define ROTATION_ANGLE 75.0
#define DURATION 2000
static void
_set_next_state (ClutterState *transitions,
gpointer user_data)
{
const gchar *current = clutter_state_get_state (transitions);
gchar *next_state = "start";
if (g_strcmp0 (current, "start") == 0)
next_state = "x-cw";
else if (g_strcmp0 (current, "x-cw") == 0)
next_state = "x-ccw";
else if (g_strcmp0 (current, "x-ccw") == 0)
next_state = "x-after";
else if (g_strcmp0 (current, "x-after") == 0)
next_state = "y-cw";
else if (g_strcmp0 (current, "y-cw") == 0)
next_state = "y-ccw";
else if (g_strcmp0 (current, "y-ccw") == 0)
next_state = "y-after";
else if (g_strcmp0 (current, "y-after") == 0)
next_state = "z-cw";
else if (g_strcmp0 (current, "z-cw") == 0)
next_state = "z-ccw";
clutter_state_set_state (transitions, next_state);
}
int
main (int argc, char *argv[])
{
ClutterActor *stage;
ClutterActor *texture;
ClutterState *transitions;
GError *error = NULL;
gfloat texture_width, texture_height;
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
texture = clutter_texture_new ();
clutter_actor_add_constraint (texture,
clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
clutter_actor_add_constraint (texture,
clutter_align_constraint_new (stage, CLUTTER_ALIGN_Y_AXIS, 0.5));
clutter_texture_set_sync_size (CLUTTER_TEXTURE (texture), TRUE);
clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
TESTS_DATA_DIR "/redhand.png",
&error);
if (error != NULL)
{
g_error ("Problem loading image into texture - %s", error->message);
g_error_free (error);
return 1;
}
clutter_actor_get_size (texture, &texture_width, &texture_height);
clutter_actor_set_size (stage, texture_width * 2, texture_height * 2);
/* set all centres of rotation to the centre of the texture */
clutter_actor_set_rotation (texture,
CLUTTER_X_AXIS,
0.0,
texture_width * 0.5,
texture_height * 0.5,
0.0);
clutter_actor_set_rotation (texture,
CLUTTER_Y_AXIS,
0.0,
texture_width * 0.5,
texture_height * 0.5,
0.0);
clutter_actor_set_z_rotation_from_gravity (texture, 0.0, CLUTTER_GRAVITY_CENTER);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture);
/* set up the animations */
transitions = clutter_state_new ();
clutter_state_set (transitions, NULL, "start",
texture, "rotation-angle-x", CLUTTER_LINEAR, 0.0,
texture, "rotation-angle-y", CLUTTER_LINEAR, 0.0,
texture, "rotation-angle-z", CLUTTER_LINEAR, 0.0,
NULL);
clutter_state_set (transitions, NULL, "x-cw",
texture, "rotation-angle-x", CLUTTER_LINEAR, ROTATION_ANGLE,
NULL);
clutter_state_set (transitions, NULL, "x-ccw",
texture, "rotation-angle-x", CLUTTER_LINEAR, -ROTATION_ANGLE,
NULL);
clutter_state_set (transitions, NULL, "x-after",
texture, "rotation-angle-x", CLUTTER_LINEAR, 0.0,
NULL);
clutter_state_set (transitions, NULL, "y-cw",
texture, "rotation-angle-y", CLUTTER_LINEAR, ROTATION_ANGLE,
NULL);
clutter_state_set (transitions, NULL, "y-ccw",
texture, "rotation-angle-y", CLUTTER_LINEAR, -ROTATION_ANGLE,
NULL);
clutter_state_set (transitions, NULL, "y-after",
texture, "rotation-angle-y", CLUTTER_LINEAR, 0.0,
NULL);
clutter_state_set (transitions, NULL, "z-cw",
texture, "rotation-angle-z", CLUTTER_LINEAR, ROTATION_ANGLE,
NULL);
clutter_state_set (transitions, NULL, "z-ccw",
texture, "rotation-angle-z", CLUTTER_LINEAR, -ROTATION_ANGLE,
NULL);
clutter_state_set_duration (transitions, NULL, NULL, DURATION);
clutter_state_set_duration (transitions, "start", NULL, DURATION * 0.5);
clutter_state_set_duration (transitions, NULL, "start", DURATION * 0.5);
clutter_state_set_duration (transitions, NULL, "x-after", DURATION * 0.5);
clutter_state_set_duration (transitions, NULL, "y-after", DURATION * 0.5);
clutter_state_warp_to_state (transitions, "start");
g_signal_connect (transitions,
"completed",
G_CALLBACK (_set_next_state),
NULL);
clutter_state_set_state (transitions, "x-cw");
clutter_actor_show (stage);
clutter_main ();
return 0;
}