#include int main (int argc, char *argv[]) { ClutterTimeline *timeline; ClutterAlpha *alpha; ClutterBehaviour *behave; ClutterActor *stage, *hand; ClutterColor stage_color = { 0xcc, 0xcc, 0xcc, 0xff }; GdkPixbuf *pixbuf; ClutterKnot knots[] = {{ 100, 100 }, { 100, 200 }, { 200, 200 }, { 200, 100 }, {100, 100 }}; clutter_init (&argc, &argv); stage = clutter_stage_get_default (); pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL); if (!pixbuf) g_error("pixbuf load failed"); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); /* Make a hand */ hand = clutter_texture_new_from_pixbuf (pixbuf); clutter_actor_set_position (hand, 100, 100); clutter_group_add (CLUTTER_GROUP (stage), hand); /* Make a timeline */ timeline = clutter_timeline_new (100, 60); /* num frames, fps */ g_object_set(timeline, "loop", TRUE, 0); /* Set an alpha func to power behaviour - ramp is constant rise/fall */ alpha = clutter_alpha_new (timeline, CLUTTER_ALPHA_RAMP); /* Create a behaviour for that alpha */ behave = clutter_behaviour_opacity_new (alpha, 0X33, 0xff); /* Apply it to our actor */ clutter_behaviour_apply (behave, hand); /* Make a path behaviour and apply that too */ behave = clutter_behaviour_path_new (alpha, knots, 5); clutter_behaviour_apply (behave, hand); /* start the timeline and thus the animations */ clutter_timeline_start (timeline); clutter_group_show_all (CLUTTER_GROUP (stage)); clutter_main(); return 0; }