Esempio n. 1
0
static void completed (ClutterState *state,
                       gpointer      data)
{
  g_print ("Completed transitioning to state: %s\n",
           clutter_state_get_state (state));

  if (g_str_equal (clutter_state_get_state (state), "right"))
    {
      /* skip straight to left state when reaching right */
      clutter_state_warp_to_state (state, "left");
    }
}
Esempio n. 2
0
static void
_set_next_state (ClutterState *transitions,
                 gpointer      user_data)
{
  const gchar *current = clutter_state_get_state (transitions);
  gchar *next_state = "start";

  if (g_strcmp0 (current, "start") == 0)
    next_state = "x-cw";
  else if (g_strcmp0 (current, "x-cw") == 0)
    next_state = "x-ccw";
  else if (g_strcmp0 (current, "x-ccw") == 0)
    next_state = "x-after";
  else if (g_strcmp0 (current, "x-after") == 0)
    next_state = "y-cw";
  else if (g_strcmp0 (current, "y-cw") == 0)
    next_state = "y-ccw";
  else if (g_strcmp0 (current, "y-ccw") == 0)
    next_state = "y-after";
  else if (g_strcmp0 (current, "y-after") == 0)
    next_state = "z-cw";
  else if (g_strcmp0 (current, "z-cw") == 0)
    next_state = "z-ccw";

  clutter_state_set_state (transitions, next_state);
}
Esempio n. 3
0
static void completed (ClutterState *state,
                       gpointer      data)
{
    if (g_str_equal (clutter_state_get_state (state), "right"))
    {
        /* skip straight to left state when reaching right */
        clutter_state_warp_to_state (state, "left");
    }
    else if (g_str_equal (clutter_state_get_state (state), "active"))
        clutter_state_set_state (state, "right");
    else
    {
        clutter_state_set_state (state, "active");
    }
    times --;
    if (times <=0)
        clutter_main_quit ();
}
Esempio n. 4
0
static void
next_state (ClutterState *transitions,
            gpointer      user_data)
{
  const gchar *state = clutter_state_get_state (transitions);

  if (g_strcmp0 (state, "right") == 0)
    clutter_state_set_state (transitions, "left");
  else
    clutter_state_set_state (transitions, "right");
}
static gboolean
button_pressed_cb (ClutterActor *actor,
                   ClutterEvent *event,
                   gpointer      user_data)
{
  ClutterState *transitions = CLUTTER_STATE (user_data);

  if (g_strcmp0 (clutter_state_get_state (transitions), "folded") == 0)
    clutter_state_set_state (transitions, "unfolded");
  else
    clutter_state_set_state (transitions, "folded");

  return TRUE;
}