#include static void button_press_cb (ClutterStage *stage, ClutterButtonEvent *event, gpointer data) { const gchar *click_type; switch (event->type) { case CLUTTER_2BUTTON_PRESS: click_type = "double"; break; case CLUTTER_3BUTTON_PRESS: click_type = "triple"; break; default: click_type = "single"; break; } g_print ("%s button press event\n", click_type); } static void scroll_event_cb (ClutterStage *stage, ClutterScrollEvent *event, gpointer data) { g_print ("scroll direction: %s\n", event->direction == CLUTTER_SCROLL_UP ? "up" : "down"); } int main (int argc, char *argv[]) { ClutterTimeline *timeline; ClutterAlpha *alpha; ClutterBehaviour *o_behave, *p_behave; ClutterActor *stage; ClutterActor *group, *rect, *hand; ClutterColor stage_color = { 0xcc, 0xcc, 0xcc, 0xff }; ClutterColor rect_bg_color = { 0x33, 0x22, 0x22, 0xff }; ClutterColor rect_border_color = { 0, 0, 0, 0 }; GdkPixbuf *pixbuf; ClutterKnot knots[] = {{ 0, 0 }, { 0, 300 }, { 300, 300 }, { 300, 0 }, {0, 0 }}; clutter_init (&argc, &argv); stage = clutter_stage_get_default (); clutter_stage_hide_cursor (CLUTTER_STAGE (stage)); g_signal_connect (stage, "button-press-event", G_CALLBACK (button_press_cb), NULL); g_signal_connect (stage, "scroll-event", G_CALLBACK (scroll_event_cb), NULL); g_signal_connect (stage, "key-press-event", G_CALLBACK (clutter_main_quit), NULL); pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL); if (!pixbuf) g_error("pixbuf load failed"); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); /* Make a hand */ group = clutter_group_new (); clutter_group_add (CLUTTER_GROUP (stage), group); clutter_actor_show (group); rect = clutter_rectangle_new (); clutter_actor_set_position (rect, 0, 0); clutter_actor_set_size (rect, gdk_pixbuf_get_width (pixbuf), gdk_pixbuf_get_height (pixbuf)); clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect), &rect_bg_color); clutter_rectangle_set_border_width (CLUTTER_RECTANGLE (rect), 10); clutter_color_parse ("DarkSlateGray", &rect_border_color); clutter_rectangle_set_border_color (CLUTTER_RECTANGLE (rect), &rect_border_color); clutter_actor_show (rect); hand = clutter_texture_new_from_pixbuf (pixbuf); clutter_actor_set_position (hand, 0, 0); clutter_actor_show (hand); clutter_group_add_many (CLUTTER_GROUP (group), rect, hand, NULL); /* Make a timeline */ timeline = clutter_timeline_new (100, 26); /* num frames, fps */ g_object_set (timeline, "loop", TRUE, 0); /* Set an alpha func to power behaviour - ramp is constant rise/fall */ alpha = clutter_alpha_new_full (timeline, CLUTTER_ALPHA_SINE, NULL, NULL); /* Create a behaviour for that alpha */ o_behave = clutter_behaviour_opacity_new (alpha, 0X33, 0xff); /* Apply it to our actor */ clutter_behaviour_apply (o_behave, group); /* Make a path behaviour and apply that too */ p_behave = clutter_behaviour_path_new (alpha, knots, 5); clutter_behaviour_apply (p_behave, group); /* start the timeline and thus the animations */ clutter_timeline_start (timeline); clutter_actor_show_all (stage); clutter_main(); g_object_unref (o_behave); g_object_unref (p_behave); return 0; }