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https://github.com/brl/mutter.git
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7949cfe30a
* clutter/clutter-behaviour-depth.c: Modify to work like all other behvaiours in not forcing increasing order in behaviour 'limits'. (#436) Rename limit min/max props to start/end. * tests/test-depth.c: Simplify test-case to work with above change and without multiple ramps * clutter/clutter-behaviour-rotate.c: Handle CW rotation when end > start and similar for CCW just like ellipse behaviour.
92 lines
2.4 KiB
C
92 lines
2.4 KiB
C
#include <stdlib.h>
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#include <clutter/clutter.h>
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static gboolean zoom_in = TRUE;
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static ClutterBehaviour *d_behave = NULL;
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static void
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timeline_completed (ClutterTimeline *timeline,
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gpointer user_data)
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{
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gint start_depth, end_depth;
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if (zoom_in)
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{
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start_depth = 100;
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end_depth = 0;
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zoom_in = FALSE;
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}
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else
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{
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start_depth = 0;
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end_depth = 100;
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zoom_in = TRUE;
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}
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g_object_set (G_OBJECT (d_behave),
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"start-depth", start_depth,
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"end-depth", end_depth,
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NULL);
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clutter_timeline_rewind (timeline);
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clutter_timeline_start (timeline);
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}
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int
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main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterActor *stage;
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ClutterActor *hand, *label;
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ClutterColor stage_color = { 0xcc, 0xcc, 0xcc, 0xff };
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GdkPixbuf *pixbuf;
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GError *error;
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clutter_init (&argc, &argv);
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error = NULL;
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pixbuf = gdk_pixbuf_new_from_file ("redhand.png", &error);
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if (error)
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g_error ("Unable to load redhand.png: %s", error->message);
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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g_signal_connect (stage,
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"button-press-event", G_CALLBACK (clutter_main_quit),
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NULL);
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hand = clutter_texture_new_from_pixbuf (pixbuf);
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clutter_actor_set_position (hand, 240, 140);
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clutter_actor_show (hand);
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label = clutter_label_new_with_text ("Mono 26", "Clutter");
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clutter_actor_set_position (label, 100, 100);
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clutter_actor_show (label);
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clutter_container_add (CLUTTER_CONTAINER (stage), hand, label, NULL);
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/* five seconds, at 50 fps */
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timeline = clutter_timeline_new (250, 50);
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g_signal_connect (timeline,
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"completed", G_CALLBACK (timeline_completed),
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NULL);
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d_behave = clutter_behaviour_depth_new (clutter_alpha_new_full (timeline,
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CLUTTER_ALPHA_RAMP_INC,
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NULL, NULL),
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0, 100);
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clutter_behaviour_apply (d_behave, hand);
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clutter_behaviour_apply (d_behave, label);
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clutter_actor_show (stage);
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clutter_timeline_start (timeline);
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clutter_main ();
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g_object_unref (d_behave);
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g_object_unref (timeline);
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return EXIT_SUCCESS;
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}
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