static gboolean leave_event (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { ClutterState *state = CLUTTER_STATE (user_data); clutter_state_set_state (state, "normal"); return TRUE; }
static gboolean start_animation (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { ClutterState *transitions = CLUTTER_STATE (user_data); clutter_state_set_state (transitions, "show-top"); return TRUE; }
static gboolean _pointer_enter_cb (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { ClutterState *transitions = CLUTTER_STATE (user_data); clutter_state_set_state (transitions, "fade-in"); return TRUE; }
static gboolean key_pressed_cb (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { ClutterState *transitions = CLUTTER_STATE (user_data); if (!clutter_timeline_is_playing (clutter_state_get_timeline (transitions))) next_state (transitions, NULL); return TRUE; }
static gboolean button_pressed_cb (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { ClutterState *transitions = CLUTTER_STATE (user_data); /* set the state to the one with a name matching the actor's name */ clutter_state_set_state (transitions, clutter_actor_get_name (actor)); return TRUE; }
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; }
static gboolean on_leave ( ClutterActor *_actor, ClutterEvent *_event, gpointer _user_data ) { ClutterState *state = CLUTTER_STATE (_user_data); clutter_state_set_state (state, "normal"); return TRUE; }