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9c7afe0c5b
Timelines no longer work in terms of a frame rate and a number of frames but instead just have a duration in milliseconds. This better matches the working of the master clock where if any timelines are running it will redraw as fast as possible rather than limiting to the lowest rated timeline. Most applications will just create animations and expect them to finish in a certain amount of time without caring about how many frames are drawn. If a frame is going to be drawn it might as well update all of the animations to some fraction of the total animation rather than rounding to the nearest whole frame. The 'frame_num' parameter of the new-frame signal is now 'msecs' which is a number of milliseconds progressed along the timeline. Applications should use clutter_timeline_get_progress instead of the frame number. Markers can now only be attached at a time value. The position is stored in milliseconds rather than at a frame number. test-timeline-smoothness and test-timeline-dup-frames have been removed because they no longer make sense.
65 lines
1.5 KiB
C
65 lines
1.5 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <glib.h>
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#include <gmodule.h>
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#include <clutter/clutter.h>
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G_MODULE_EXPORT int
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test_viewport_main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterAlpha *alpha;
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ClutterBehaviour *r_behave;
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ClutterActor *stage;
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ClutterActor *hand;
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ClutterColor stage_color = { 0xcc, 0xcc, 0xcc, 0xff };
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage),
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&stage_color);
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/* Make a hand */
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hand = clutter_texture_new_from_file ("redhand.png", NULL);
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if (!hand)
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g_error("pixbuf load failed");
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clutter_actor_set_position (hand, 300, 200);
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clutter_actor_set_clip (hand, 20, 21, 132, 170);
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clutter_actor_set_anchor_point (hand, 86, 125);
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clutter_actor_show (hand);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), hand);
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/* Make a timeline */
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timeline = clutter_timeline_new (7692);
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clutter_timeline_set_loop (timeline, TRUE);
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/* Set an alpha func to power behaviour */
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alpha = clutter_alpha_new_full (timeline, CLUTTER_LINEAR);
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/* Create a behaviour for that alpha */
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r_behave = clutter_behaviour_rotate_new (alpha,
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CLUTTER_Z_AXIS,
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CLUTTER_ROTATE_CW,
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0.0, 360.0);
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/* Apply it to our actor */
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clutter_behaviour_apply (r_behave, hand);
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/* start the timeline and thus the animations */
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clutter_timeline_start (timeline);
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clutter_actor_show_all (stage);
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clutter_main();
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g_object_unref (r_behave);
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return 0;
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}
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