interactive/actor: Do not use clutter_actor_animate()

Use implicit animations instead.
This commit is contained in:
Emmanuele Bassi 2012-03-15 11:25:26 +00:00
parent cb8dea0379
commit 389ee45747

View File

@ -16,9 +16,11 @@ animate_color (ClutterActor *actor,
else
end_color = CLUTTER_COLOR_Red;
clutter_actor_animate (actor, CLUTTER_LINEAR, 500,
"background-color", end_color,
NULL);
clutter_actor_save_easing_state (actor);
clutter_actor_set_easing_duration (actor, 500);
clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR);
clutter_actor_set_background_color (actor, end_color);
clutter_actor_restore_easing_state (actor);
toggled = !toggled;
@ -38,41 +40,46 @@ on_crossing (ClutterActor *actor,
else
depth = 0.0;
clutter_actor_animate (actor, CLUTTER_EASE_OUT_BOUNCE, 500,
"depth", depth,
NULL);
clutter_actor_save_easing_state (actor);
clutter_actor_set_easing_duration (actor, 500);
clutter_actor_set_easing_mode (actor, CLUTTER_EASE_OUT_BOUNCE);
clutter_actor_set_depth (actor, depth);
clutter_actor_restore_easing_state (actor);
return CLUTTER_EVENT_STOP;
}
static void
restore_actor (ClutterActor *actor)
on_transition_complete (ClutterTransition *transition,
ClutterActor *actor)
{
clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 0.0,
SIZE / 2.0,
0.f,
0.f);
clutter_actor_set_reactive (actor, TRUE);
clutter_actor_save_easing_state (actor);
clutter_actor_set_easing_duration (actor, 250);
clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 0.0f,
SIZE / 2.0f, 0.f, 0.f);
clutter_actor_restore_easing_state (actor);
}
static gboolean
animate_rotation (ClutterActor *actor,
ClutterEvent *event)
{
ClutterVertex center;
ClutterTransition *transition;
center.x = SIZE / 2.0;
center.y = 0.f;
center.z = 0.f;
clutter_actor_save_easing_state (actor);
clutter_actor_set_easing_duration (actor, 1000);
clutter_actor_animate (actor, CLUTTER_EASE_OUT_EXPO, 500,
"fixed::reactive", FALSE,
"fixed::rotation-center-y", &center,
"rotation-angle-y", 360.0,
"signal-swapped-after::completed",
G_CALLBACK (restore_actor),
actor,
NULL);
clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 360.0,
SIZE / 2.0f, 0.f, 0.f);
transition = clutter_actor_get_transition (actor, "rotation-angle-y");
g_signal_connect (transition, "completed",
G_CALLBACK (on_transition_complete),
actor);
clutter_actor_restore_easing_state (actor);
return CLUTTER_EVENT_STOP;
}