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interactive/animation: Use implicit animations instead of animate()
Also, nest animations.
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2355b57aab
commit
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@ -5,8 +5,7 @@
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static gboolean is_expanded = FALSE;
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static void
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on_animation_complete (ClutterAnimation *animation,
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ClutterActor *actor)
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on_rect_transitions_completed (ClutterActor *actor)
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{
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is_expanded = !is_expanded;
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@ -24,8 +23,8 @@ on_clicked (ClutterClickAction *action,
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gfloat old_x, old_y, new_x, new_y;
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gfloat old_width, old_height, new_width, new_height;
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gdouble new_angle;
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ClutterVertex vertex = { 0, };
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ClutterColor new_color = { 0, };
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const ClutterColor *new_color;
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guint8 new_opacity;
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clutter_actor_get_position (actor, &old_x, &old_y);
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clutter_actor_get_size (actor, &old_width, &old_height);
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@ -41,10 +40,9 @@ on_clicked (ClutterClickAction *action,
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new_height = old_height + 200;
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new_angle = 360.0;
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new_color.red = 0xdd;
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new_color.green = 0x44;
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new_color.blue = 0xdd;
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new_color.alpha = 0xff;
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new_color = CLUTTER_COLOR_DarkScarletRed;
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new_opacity = 255;
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}
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else
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{
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@ -54,30 +52,33 @@ on_clicked (ClutterClickAction *action,
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new_height = old_height - 200;
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new_angle = 0.0;
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new_color.red = 0x44;
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new_color.green = 0xdd;
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new_color.blue = 0x44;
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new_color.alpha = 0x88;
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new_color = CLUTTER_COLOR_LightOrange;
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new_opacity = 128;
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}
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vertex.x = new_width / 2;
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vertex.y = new_height / 2;
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vertex.z = 0.0;
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clutter_actor_save_easing_state (actor);
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clutter_actor_set_easing_mode (actor, CLUTTER_EASE_IN_EXPO);
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clutter_actor_set_easing_duration (actor, 2000);
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animation =
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clutter_actor_animate (actor, CLUTTER_EASE_IN_EXPO, 2000,
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"x", new_x,
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"y", new_y,
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"width", new_width,
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"height", new_height,
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"color", &new_color,
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"rotation-angle-z", new_angle,
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"fixed::rotation-center-z", &vertex,
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"fixed::reactive", FALSE,
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NULL);
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g_signal_connect (animation,
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"completed", G_CALLBACK (on_animation_complete),
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actor);
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clutter_actor_set_position (actor, new_x, new_y);
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clutter_actor_set_size (actor, new_width, new_height);
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clutter_actor_set_background_color (actor, new_color);
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clutter_actor_set_rotation (actor, CLUTTER_Z_AXIS, new_angle,
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new_width / 2.0f,
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new_height / 2.0f,
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0.0f);
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clutter_actor_set_reactive (actor, FALSE);
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/* animate the opacity halfway through, with a different pacing */
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clutter_actor_save_easing_state (actor);
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clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR);
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clutter_actor_set_easing_delay (actor, 1000);
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clutter_actor_set_easing_duration (actor, 1000);
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clutter_actor_set_opacity (actor, new_opacity);
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clutter_actor_restore_easing_state (actor);
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clutter_actor_restore_easing_state (actor);
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}
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G_MODULE_EXPORT int
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@ -95,15 +96,19 @@ test_animation_main (int argc, char *argv[])
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Animation");
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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rect = clutter_rectangle_new_with_color (&rect_color);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect);
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rect = clutter_actor_new ();
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clutter_actor_set_background_color (rect, CLUTTER_COLOR_LightOrange);
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clutter_actor_add_child (stage, rect);
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clutter_actor_set_size (rect, 50, 50);
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clutter_actor_set_anchor_point (rect, 25, 25);
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clutter_actor_set_position (rect,
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clutter_actor_get_width (stage) / 2,
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clutter_actor_get_height (stage) / 2);
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clutter_actor_set_opacity (rect, 0x88);
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clutter_actor_set_opacity (rect, 128);
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clutter_actor_set_reactive (rect, TRUE);
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g_signal_connect (rect, "transitions-completed",
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G_CALLBACK (on_rect_transitions_completed),
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NULL);
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action = clutter_click_action_new ();
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g_signal_connect (action, "clicked", G_CALLBACK (on_clicked), NULL);
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@ -119,5 +124,5 @@ test_animation_main (int argc, char *argv[])
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G_MODULE_EXPORT const char *
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test_animation_describe (void)
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{
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return "Simple clutter_actor_animate() demo";
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return "Simple animation demo";
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}
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