static void mex_shell_paint (ClutterActor *actor) { GList *c; MexShellPrivate *priv = MEX_SHELL (actor)->priv; CLUTTER_ACTOR_CLASS (mex_shell_parent_class)->paint (actor); for (c = priv->children; c; c = c->next) { gboolean do_paint; MexShellChildData *data = c->data; if (data->child == priv->presented) do_paint = TRUE; else if (data->start_animator) do_paint = TRUE; else if (clutter_timeline_is_playing ( clutter_animator_get_timeline (data->animator))) do_paint = TRUE; else do_paint = FALSE; if (do_paint) clutter_actor_paint (((MexShellChildData *)c->data)->child); if (data->start_animator) { clutter_animator_start (data->animator); data->start_animator = FALSE; } } }
static gboolean move_actors (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { State *state = user_data; ClutterActor *child; /* do nothing if the animator is already running */ if (clutter_timeline_is_playing (clutter_animator_get_timeline (state->animator))) return TRUE; /* remove all keys from the animator */ clutter_animator_remove_key (state->animator, NULL, NULL, -1); /* add keys for all actors in the group */ for (child = clutter_actor_get_first_child (state->group); child != NULL; child = clutter_actor_get_next_sibling (child)) { add_keys_for_actor (child, state->animator); } /* start the animation */ clutter_animator_start (state->animator); return TRUE; }
static void mex_shell_child_data_free (MexShell *self, MexShellChildData *data) { ClutterTimeline *timeline = clutter_animator_get_timeline (data->animator); if (clutter_timeline_is_playing (timeline)) mex_shell_timeline_completed_cb (timeline, self); clutter_animator_remove_key (data->animator, NULL, NULL, -1); g_object_unref (data->animator); g_slice_free (MexShellChildData, data); }
/* * start the animation when a key is pressed; * see the signals recipe in the Script chapter for more details */ gboolean foo_key_pressed_cb (ClutterActor *actor, ClutterEvent *event, gpointer user_data) { ClutterScript *script = CLUTTER_SCRIPT (user_data); ClutterAnimator *animator; clutter_script_get_objects (script, "animator", &animator, NULL); if (clutter_timeline_is_playing (clutter_animator_get_timeline (animator))) return FALSE; clutter_animator_start (animator); return TRUE; }
static MexShellChildData * mex_shell_child_data_new (MexShell *self, ClutterActor *child) { ClutterTimeline *timeline; MexShellChildData *data = g_slice_new0 (MexShellChildData); data->child = child; data->animator = clutter_animator_new (); data->last_direction = MEX_SHELL_DIRECTION_RIGHT; clutter_animator_set_duration (data->animator, 250); timeline = clutter_animator_get_timeline (data->animator); g_signal_connect (timeline, "started", G_CALLBACK (mex_shell_timeline_started_cb), self); g_signal_connect (timeline, "completed", G_CALLBACK (mex_shell_timeline_completed_cb), self); return data; }
int main (int argc, char *argv[]) { State *state = g_new0 (State, 1); ClutterActor *stage; ClutterAnimator *animator; clutter_init (&argc, &argv); stage = clutter_stage_new (); clutter_actor_set_size (stage, 400, 400); clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color); g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL); state->red = clutter_rectangle_new_with_color (&red_color); clutter_actor_set_size (state->red, 100, 100); clutter_actor_set_position (state->red, 300, 300); state->green = clutter_rectangle_new_with_color (&green_color); clutter_actor_set_size (state->green, 100, 100); clutter_actor_set_position (state->green, 0, 0); animator = clutter_animator_new (); clutter_animator_set_duration (animator, 1000); clutter_animator_set (animator, state->red, "x", CLUTTER_LINEAR, 0.0, 300.0, state->red, "y", CLUTTER_LINEAR, 0.0, 300.0, state->red, "x", CLUTTER_LINEAR, 1.0, 0.0, state->red, "y", CLUTTER_EASE_IN_QUINT, 1.0, 0.0, NULL); clutter_animator_set (animator, state->green, "x", CLUTTER_LINEAR, 0.0, 0.0, state->green, "y", CLUTTER_LINEAR, 0.0, 0.0, state->green, "x", CLUTTER_LINEAR, 1.0, 300.0, state->green, "y", CLUTTER_EASE_IN_QUINT, 1.0, 300.0, NULL); state->timeline = clutter_animator_get_timeline (animator); clutter_timeline_set_auto_reverse (state->timeline, TRUE); g_signal_connect (stage, "key-press-event", G_CALLBACK (key_pressed_cb), state); clutter_container_add (CLUTTER_CONTAINER (stage), state->red, state->green, NULL); clutter_actor_show (stage); clutter_main (); g_object_unref (animator); g_free (state); return EXIT_SUCCESS; }