cookbook: Made code examples more consistent

Modified the code example for the Clutter API version
of the cross-fade to use the same command line
as the COGL version.

This also simplifies the explanation in the recipe.

Also made the COGL code sample more consistent with
the Clutter API code sample.
This commit is contained in:
Elliot Smith
2010-08-16 16:16:07 +01:00
parent 83a8d0b3bb
commit c230fd8dfd
2 changed files with 75 additions and 126 deletions

View File

@ -109,16 +109,8 @@ main (int argc, char *argv[])
CoglHandle texture_1 = load_cogl_texture ("source", source);
CoglHandle texture_2 = load_cogl_texture ("target", target);
/* sizes of textures */
gfloat source_width, source_height, target_width, target_height;
source_width = cogl_texture_get_width (texture_1);
source_height = cogl_texture_get_height (texture_1);
target_width = cogl_texture_get_width (texture_2);
target_height = cogl_texture_get_height (texture_2);
/* Create a new Cogl material holding the two textures inside two
* separate layers. Layer 0 is the one which will end
* up being visible.
* separate layers.
*/
CoglHandle material = cogl_material_new ();
cogl_material_set_layer (material, 1, texture_1);
@ -145,25 +137,22 @@ main (int argc, char *argv[])
* assign the material we created earlier to the Texture for painting
* it
*/
ClutterActor *stage = clutter_stage_new ();
ClutterActor *stage = clutter_stage_get_default ();
clutter_stage_set_title (CLUTTER_STAGE (stage), "cross-fade");
clutter_actor_set_size (stage, 600, 600);
clutter_actor_show (stage);
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
ClutterActor *texture = clutter_texture_new ();
clutter_actor_set_size (texture, source_width, source_height);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture);
clutter_texture_set_cogl_material (CLUTTER_TEXTURE (texture), material);
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_container_add_actor (CLUTTER_CONTAINER (stage), texture);
cogl_handle_unref (material);
/* The timeline will drive the cross-fading */
ClutterTimeline *timeline = clutter_timeline_new (duration);
g_signal_connect (timeline, "new-frame", G_CALLBACK (_update_progress_cb), texture);
/* animate */
clutter_timeline_start (timeline);
clutter_main ();