mutter/doc/cookbook/examples/animations-looping-implicit.c
Elliot Smith e205bd0fdc cookbook: Clarify how signals are emitted during looped animation
Added a comment to the example code about how timeline
emits "completed" during looped animation, while the
animation itself doesn't.
2010-11-15 11:23:04 +00:00

92 lines
2.5 KiB
C

#include <stdlib.h>
#include <clutter/clutter.h>
static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };
static const ClutterColor red_color = { 0xff, 0x00, 0x00, 0xff };
typedef struct
{
ClutterActor *actor;
ClutterTimeline *timeline;
} State;
static void
invert_timeline_cb (ClutterTimeline *timeline,
gpointer user_data)
{
ClutterTimelineDirection direction = clutter_timeline_get_direction (timeline);
if (direction == CLUTTER_TIMELINE_FORWARD)
direction = CLUTTER_TIMELINE_BACKWARD;
else
direction = CLUTTER_TIMELINE_FORWARD;
clutter_timeline_set_direction (timeline, direction);
}
static gboolean
key_pressed_cb (ClutterActor *actor,
ClutterEvent *event,
gpointer user_data)
{
State *state = (State *) user_data;
/* only start animating if actor isn't animating already */
if (clutter_actor_get_animation (state->actor) == NULL)
clutter_actor_animate_with_timeline (state->actor,
CLUTTER_LINEAR,
state->timeline,
"x", 50.0,
NULL);
return TRUE;
}
int
main (int argc,
char *argv[])
{
State *state = g_new0 (State, 1);
ClutterActor *stage;
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
clutter_actor_set_size (stage, 300, 200);
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
state->actor = clutter_rectangle_new_with_color (&red_color);
clutter_actor_set_size (state->actor, 100, 100);
clutter_actor_set_position (state->actor, 150, 50);
state->timeline = clutter_timeline_new (1000);
clutter_timeline_set_loop (state->timeline, TRUE);
g_signal_connect (stage,
"key-press-event",
G_CALLBACK (key_pressed_cb),
state);
/* the animation will not emit a "completed" signal,
* as it is set to loop; but the timeline emits "completed"
* at the end of each iteration of the loop
*/
g_signal_connect (state->timeline,
"completed",
G_CALLBACK (invert_timeline_cb),
NULL);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), state->actor);
clutter_actor_show (stage);
clutter_main ();
g_object_unref (state->timeline);
g_free (state);
return EXIT_SUCCESS;
}