cookbook: Make example code C90 compliant
Modified all cookbook example code to prevent ISO C90 compliance warnings occurring during compilation.
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@ -33,7 +33,12 @@ _update_progress_cb (ClutterTimeline *timeline,
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guint elapsed_msecs,
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ClutterTexture *texture)
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{
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CoglHandle copy;
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gdouble progress;
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CoglColor constant;
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CoglHandle material = clutter_texture_get_cogl_material (texture);
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if (material == COGL_INVALID_HANDLE)
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return;
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@ -41,15 +46,14 @@ _update_progress_cb (ClutterTimeline *timeline,
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* its creation; if you need to modify it later you should use a copy
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* instead. Cogl makes copying materials reasonably cheap
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*/
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CoglHandle copy = cogl_material_copy (material);
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copy = cogl_material_copy (material);
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gdouble progress = clutter_timeline_get_progress (timeline);
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progress = clutter_timeline_get_progress (timeline);
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/* Create the constant color to be used when combining the two
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* material layers; we use a black color with an alpha component
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* depending on the current progress of the timeline
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*/
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CoglColor constant;
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cogl_color_init_from_4ub (&constant, 0x00, 0x00, 0x00, 0xff * progress);
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/* This sets the value of the constant color we use when combining
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@ -95,6 +99,13 @@ print_usage_and_exit (const char *exec_name,
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int
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main (int argc, char *argv[])
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{
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CoglHandle texture_1;
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CoglHandle texture_2;
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CoglHandle material;
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ClutterActor *stage;
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ClutterActor *texture;
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ClutterTimeline *timeline;
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clutter_init_with_args (&argc, &argv,
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" - Crossfade", entries,
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NULL,
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@ -106,13 +117,13 @@ main (int argc, char *argv[])
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/* Load the source and target images using Cogl, because we need
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* to combine them into the same ClutterTexture.
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*/
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CoglHandle texture_1 = load_cogl_texture ("source", source);
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CoglHandle texture_2 = load_cogl_texture ("target", target);
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texture_1 = load_cogl_texture ("source", source);
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texture_2 = load_cogl_texture ("target", target);
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/* Create a new Cogl material holding the two textures inside two
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* separate layers.
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*/
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CoglHandle material = cogl_material_new ();
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material = cogl_material_new ();
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cogl_material_set_layer (material, 1, texture_1);
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cogl_material_set_layer (material, 0, texture_2);
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@ -137,13 +148,13 @@ main (int argc, char *argv[])
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* assign the material we created earlier to the Texture for painting
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* it
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*/
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ClutterActor *stage = clutter_stage_get_default ();
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stage = clutter_stage_get_default ();
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clutter_stage_set_title (CLUTTER_STAGE (stage), "cross-fade");
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clutter_actor_set_size (stage, 400, 300);
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clutter_actor_show (stage);
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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ClutterActor *texture = clutter_texture_new ();
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texture = clutter_texture_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture);
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clutter_texture_set_cogl_material (CLUTTER_TEXTURE (texture), material);
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clutter_actor_add_constraint (texture, clutter_align_constraint_new (stage, CLUTTER_ALIGN_X_AXIS, 0.5));
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@ -151,7 +162,7 @@ main (int argc, char *argv[])
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cogl_handle_unref (material);
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/* The timeline will drive the cross-fading */
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ClutterTimeline *timeline = clutter_timeline_new (duration);
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timeline = clutter_timeline_new (duration);
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g_signal_connect (timeline, "new-frame", G_CALLBACK (_update_progress_cb), texture);
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clutter_timeline_start (timeline);
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