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98 lines
2.7 KiB
C
98 lines
2.7 KiB
C
#include <clutter/clutter.h>
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#define MAGIC 0.551784
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#define RADIUS 200
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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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ClutterAlpha *alpha;
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ClutterBehaviour *p_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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GdkPixbuf *pixbuf;
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guint i;
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#if 1
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/* Circular path defined using a spline consisting of 4 bezier curves */
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ClutterKnot knots[] = {{ -RADIUS, 0 },
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{ -RADIUS, RADIUS*MAGIC },
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{ -RADIUS*MAGIC, RADIUS },
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{ 0, RADIUS },
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{ RADIUS*MAGIC, RADIUS },
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{ RADIUS, RADIUS*MAGIC },
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{ RADIUS, 0 },
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{ RADIUS, -RADIUS*MAGIC },
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{ RADIUS*MAGIC, -RADIUS },
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{ 0, -RADIUS },
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{ -RADIUS*MAGIC, -RADIUS },
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{ -RADIUS, -RADIUS*MAGIC },
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{ -RADIUS, 0}};
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ClutterKnot origin = { 0, RADIUS };
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#else
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/* Approximation of a sine wave over <0,pi> */
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ClutterKnot knots[] = {{ 0, 0 },
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{ 2*RADIUS/3, 2*RADIUS*1.299 },
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{ 4*RADIUS/3, 2*RADIUS*1.299 },
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{ 2*RADIUS, 0 }};
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ClutterKnot origin = { 0, 0};
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#endif
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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clutter_stage_hide_cursor (CLUTTER_STAGE (stage));
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g_signal_connect (stage, "key-press-event",
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G_CALLBACK (clutter_main_quit),
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NULL);
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pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL);
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if (!pixbuf)
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g_error("pixbuf load failed");
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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_pixbuf (pixbuf);
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clutter_actor_set_position (hand, 0, RADIUS);
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clutter_actor_show (hand);
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clutter_group_add (CLUTTER_GROUP (stage), hand);
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/* Make a timeline */
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timeline = clutter_timeline_new (100, 26); /* num frames, fps */
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g_object_set (timeline, "loop", TRUE, 0);
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/* Set an alpha func to power behaviour - ramp_inc is constant rise */
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alpha = clutter_alpha_new_full (timeline,
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CLUTTER_ALPHA_RAMP_INC,
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NULL, NULL);
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/* Make a path behaviour and apply that too */
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p_behave =
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clutter_behaviour_bspline_new (alpha, knots,
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sizeof (knots)/sizeof(ClutterKnot));
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clutter_behaviour_bspline_set_origin (CLUTTER_BEHAVIOUR_BSPLINE (p_behave),
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&origin);
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clutter_behaviour_apply (p_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 (p_behave);
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return 0;
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}
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