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Make sure users get the idea that clutter_init() has a return value that needs to be checked. These were fixed via sed magic: sed -i -s -e "s/clutter_init (.*)/\ if (& != CLUTTER_INIT_SUCCESS)\n return 1/"\ doc/*/*/*.{c,xml} doc/*/*.xml http://bugzilla.clutter-project.org/show_bug.cgi?id=2574
125 lines
3.4 KiB
C
125 lines
3.4 KiB
C
#include <stdlib.h>
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#include <clutter/clutter.h>
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typedef struct
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{
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ClutterActor *stage;
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ClutterActor *group;
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ClutterAnimator *animator;
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} State;
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static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };
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static const ClutterColor red_color = { 0xff, 0x00, 0x00, 0xff };
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static const ClutterColor green_color = { 0x00, 0xff, 0x00, 0xff };
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static const ClutterColor blue_color = { 0x00, 0x00, 0xff, 0xff };
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/* add keys to the animator such that the actor is moved
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* to a random x position
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*/
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static void
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add_keys_for_actor (ClutterActor *actor,
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gpointer user_data)
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{
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ClutterAnimator *animator = CLUTTER_ANIMATOR (user_data);
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gfloat x, end_x;
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x = clutter_actor_get_x (actor);
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end_x = 50.0;
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if (x == 50.0)
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end_x = 225.0 + (100.0 * rand () / (RAND_MAX + 1.0));
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clutter_animator_set (animator,
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actor, "x", CLUTTER_LINEAR, 0.0, x,
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actor, "x", CLUTTER_EASE_OUT_CUBIC, 1.0, end_x,
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NULL);
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}
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static gboolean
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move_actors (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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State *state = (State *) user_data;
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/* do nothing if the animator is already running */
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if (clutter_timeline_is_playing (clutter_animator_get_timeline (state->animator)))
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return TRUE;
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/* remove all keys from the animator */
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clutter_animator_remove_key (state->animator, NULL, NULL, -1);
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/* add keys for all actors in the group */
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clutter_container_foreach (CLUTTER_CONTAINER (state->group),
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add_keys_for_actor,
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state->animator);
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/* start the animation */
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clutter_animator_start (state->animator);
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return TRUE;
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}
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int
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main (int argc,
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char *argv[])
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{
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ClutterActor *red;
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ClutterActor *green;
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ClutterActor *blue;
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State *state = g_new0 (State, 1);
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/* seed random number generator */
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srand ((unsigned int) time (NULL));
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if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
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return 1;
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state->animator = clutter_animator_new ();
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clutter_animator_set_duration (state->animator, 500);
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state->stage = clutter_stage_get_default ();
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clutter_actor_set_size (state->stage, 400, 350);
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clutter_stage_set_color (CLUTTER_STAGE (state->stage), &stage_color);
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g_signal_connect (state->stage,
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"destroy",
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G_CALLBACK (clutter_main_quit),
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NULL);
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state->group = clutter_group_new ();
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red = clutter_rectangle_new_with_color (&red_color);
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clutter_actor_set_size (red, 50, 50);
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clutter_actor_set_position (red, 50, 50);
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green = clutter_rectangle_new_with_color (&green_color);
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clutter_actor_set_size (green, 50, 50);
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clutter_actor_set_position (green, 50, 150);
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blue = clutter_rectangle_new_with_color (&blue_color);
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clutter_actor_set_size (blue, 50, 50);
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clutter_actor_set_position (blue, 50, 250);
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g_signal_connect (state->stage,
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"key-press-event",
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G_CALLBACK (move_actors),
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state);
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clutter_container_add (CLUTTER_CONTAINER (state->group),
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red,
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green,
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blue,
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NULL);
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clutter_container_add_actor (CLUTTER_CONTAINER (state->stage), state->group);
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clutter_actor_show (state->stage);
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clutter_main ();
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g_object_unref (state->animator);
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g_free (state);
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return EXIT_SUCCESS;
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}
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