#include #include /* this is a rather contrieved test case emulating a CLUTTER_ALPHA_RAMP * with two half-ramps. it shows that the direction of the motion on the * Z axis of a ClutterBehaviourDepth is controlled by the ClutterAlpha * and not by the minimum and maximum depth. */ static gboolean zoom_in = TRUE; static ClutterBehaviour *d_behave = NULL; static void timeline_completed (ClutterTimeline *timeline, gpointer user_data) { ClutterAlpha *alpha; gint min_depth, max_depth; if (zoom_in) { alpha = clutter_alpha_new_full (timeline, CLUTTER_ALPHA_RAMP_INC, NULL, NULL); min_depth = -100; max_depth = 0; zoom_in = FALSE; } else { alpha = clutter_alpha_new_full (timeline, CLUTTER_ALPHA_RAMP_DEC, NULL, NULL); min_depth = 0; max_depth = -100; zoom_in = TRUE; } g_object_set (G_OBJECT (d_behave), "min-depth", min_depth, "max-depth", max_depth, NULL); clutter_behaviour_set_alpha (d_behave, alpha); clutter_timeline_rewind (timeline); clutter_timeline_start (timeline); } int main (int argc, char *argv[]) { ClutterTimeline *timeline; ClutterActor *stage; ClutterActor *hand, *label; ClutterColor stage_color = { 0xcc, 0xcc, 0xcc, 0xff }; GdkPixbuf *pixbuf; GError *error; clutter_init (&argc, &argv); error = NULL; pixbuf = gdk_pixbuf_new_from_file ("redhand.png", &error); if (error) g_error ("Unable to load redhand.png: %s", error->message); stage = clutter_stage_get_default (); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); g_signal_connect (stage, "button-press-event", G_CALLBACK (clutter_main_quit), NULL); hand = clutter_texture_new_from_pixbuf (pixbuf); clutter_actor_set_position (hand, 240, 140); clutter_actor_show (hand); label = clutter_label_new_with_text ("Mono 26", "Clutter"); clutter_actor_set_position (label, 100, 100); clutter_actor_show (label); clutter_container_add (CLUTTER_CONTAINER (stage), hand, label, NULL); /* five seconds, at 50 fps */ timeline = clutter_timeline_new (250, 50); g_signal_connect (timeline, "completed", G_CALLBACK (timeline_completed), NULL); d_behave = clutter_behaviour_depth_new (clutter_alpha_new_full (timeline, CLUTTER_ALPHA_RAMP_DEC, NULL, NULL), 0, -100); clutter_behaviour_apply (d_behave, hand); clutter_behaviour_apply (d_behave, label); clutter_actor_show (stage); clutter_timeline_start (timeline); clutter_main (); g_object_unref (d_behave); g_object_unref (timeline); return EXIT_SUCCESS; }