ddab271272
* clutter/clutter-alpha.h: * clutter/clutter-behaviour.c: * clutter/clutter-behaviour.h: * clutter/clutter-behaviours.c: * clutter/clutter-behaviours.h: * examples/behave.c: Behaviours now only 'driven' by ClutterAlpha, not any object/prop. Add simple Clutter path behaviour.
59 lines
1.6 KiB
C
59 lines
1.6 KiB
C
#include <clutter/clutter.h>
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int
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main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterAlpha *alpha;
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ClutterBehaviour *behave;
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ClutterActor *stage, *hand;
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ClutterColor stage_color = { 0xcc, 0xcc, 0xcc, 0xff };
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GdkPixbuf *pixbuf;
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ClutterKnot knots[] = {{ 100, 100 }, { 100, 200 }, { 200, 200 },
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{ 200, 100 }, {100, 100 }};
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL);
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if (!pixbuf)
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g_error("pixbuf load failed");
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clutter_stage_set_color (CLUTTER_STAGE (stage),
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&stage_color);
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/* Make a hand */
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hand = clutter_texture_new_from_pixbuf (pixbuf);
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clutter_actor_set_position (hand, 100, 100);
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clutter_group_add (CLUTTER_GROUP (stage), hand);
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/* Make a timeline */
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timeline = clutter_timeline_new (100, 60); /* num frames, fps */
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g_object_set(timeline, "loop", TRUE, 0);
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/* Set an alpha func to power behaviour - ramp is constant rise/fall */
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alpha = clutter_alpha_new (timeline, CLUTTER_ALPHA_RAMP);
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/* Create a behaviour for that alpha */
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behave = clutter_behaviour_opacity_new (alpha, 0X33, 0xff);
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/* Apply it to our actor */
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clutter_behaviour_apply (behave, hand);
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/* Make a path behaviour and apply that too */
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behave = clutter_behaviour_path_new (alpha, knots, 5);
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clutter_behaviour_apply (behave, hand);
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/* start the timeline and thus the animations */
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clutter_timeline_start (timeline);
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clutter_group_show_all (CLUTTER_GROUP (stage));
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clutter_main();
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return 0;
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}
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