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interactive/actor: Do not use clutter_actor_animate()
Use implicit animations instead.
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cb8dea0379
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389ee45747
@ -16,9 +16,11 @@ animate_color (ClutterActor *actor,
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else
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end_color = CLUTTER_COLOR_Red;
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clutter_actor_animate (actor, CLUTTER_LINEAR, 500,
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"background-color", end_color,
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NULL);
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clutter_actor_save_easing_state (actor);
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clutter_actor_set_easing_duration (actor, 500);
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clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR);
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clutter_actor_set_background_color (actor, end_color);
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clutter_actor_restore_easing_state (actor);
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toggled = !toggled;
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@ -38,41 +40,46 @@ on_crossing (ClutterActor *actor,
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else
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depth = 0.0;
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clutter_actor_animate (actor, CLUTTER_EASE_OUT_BOUNCE, 500,
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"depth", depth,
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NULL);
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clutter_actor_save_easing_state (actor);
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clutter_actor_set_easing_duration (actor, 500);
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clutter_actor_set_easing_mode (actor, CLUTTER_EASE_OUT_BOUNCE);
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clutter_actor_set_depth (actor, depth);
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clutter_actor_restore_easing_state (actor);
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return CLUTTER_EVENT_STOP;
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}
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static void
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restore_actor (ClutterActor *actor)
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on_transition_complete (ClutterTransition *transition,
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ClutterActor *actor)
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{
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clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 0.0,
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SIZE / 2.0,
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0.f,
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0.f);
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clutter_actor_set_reactive (actor, TRUE);
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clutter_actor_save_easing_state (actor);
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clutter_actor_set_easing_duration (actor, 250);
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clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 0.0f,
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SIZE / 2.0f, 0.f, 0.f);
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clutter_actor_restore_easing_state (actor);
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}
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static gboolean
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animate_rotation (ClutterActor *actor,
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ClutterEvent *event)
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{
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ClutterVertex center;
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ClutterTransition *transition;
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center.x = SIZE / 2.0;
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center.y = 0.f;
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center.z = 0.f;
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clutter_actor_save_easing_state (actor);
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clutter_actor_set_easing_duration (actor, 1000);
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clutter_actor_animate (actor, CLUTTER_EASE_OUT_EXPO, 500,
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"fixed::reactive", FALSE,
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"fixed::rotation-center-y", ¢er,
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"rotation-angle-y", 360.0,
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"signal-swapped-after::completed",
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G_CALLBACK (restore_actor),
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actor,
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NULL);
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clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 360.0,
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SIZE / 2.0f, 0.f, 0.f);
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transition = clutter_actor_get_transition (actor, "rotation-angle-y");
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g_signal_connect (transition, "completed",
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G_CALLBACK (on_transition_complete),
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actor);
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clutter_actor_restore_easing_state (actor);
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return CLUTTER_EVENT_STOP;
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}
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