예제 #1
0
int
main (int   argc,
      char *argv[])
{
  ClutterActor *stage;
  ClutterActor *actor;
  ClutterTimeline *timeline;
  ClutterAnimator *animator;

  clutter_init (&argc, &argv);

  stage = clutter_stage_get_default ();
  clutter_actor_set_size (stage, 300, 200);
  clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
  g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);

  actor = clutter_rectangle_new_with_color (&red_color);
  clutter_actor_set_size (actor, 100, 100);
  clutter_actor_set_position (actor, 150, 50);

  timeline = clutter_timeline_new (2000);
  clutter_timeline_set_loop (timeline, TRUE);

  animator = clutter_animator_new ();
  clutter_animator_set_timeline (animator, timeline);

  clutter_animator_set (animator,
                        actor, "x", CLUTTER_LINEAR, 0.0, 150.0,
                        actor, "x", CLUTTER_LINEAR, 0.5, 50.0,
                        actor, "x", CLUTTER_LINEAR, 1.0, 150.0,
                        NULL);

  clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);

  g_signal_connect (stage,
                    "key-press-event",
                    G_CALLBACK (key_pressed_cb),
                    timeline);

  clutter_actor_show (stage);

  clutter_main ();

  g_object_unref (animator);

  return EXIT_SUCCESS;
}
/* add keys to the animator such that the actor is moved
 * to a random x position
 */
static void
add_keys_for_actor (ClutterActor    *actor,
                    ClutterAnimator *animator)
{
  gfloat x, end_x;

  x = clutter_actor_get_x (actor);

  end_x = 50.0;
  if (x == 50.0)
    end_x = 225.0 + (100.0 * rand () / (RAND_MAX + 1.0));

  clutter_animator_set (animator,
                        actor, "x", CLUTTER_LINEAR, 0.0, x,
                        actor, "x", CLUTTER_EASE_OUT_CUBIC, 1.0, end_x,
                        NULL);
}
예제 #3
0
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;
}
예제 #4
0
void
mex_shell_present (MexShell          *shell,
                   ClutterActor      *actor,
                   MexShellDirection  in)
{
  GList *l;
  ClutterActor *stage;
  ClutterActorBox box;
  MexShellPrivate *priv;
  MexShellChildData *data;
  gfloat x, y, width, height;

  g_return_if_fail (MEX_IS_SHELL (shell));
  g_return_if_fail (CLUTTER_IS_ACTOR (actor));

  priv = shell->priv;
  l = g_list_find_custom (priv->children, actor, mex_shell_find_child);
  if (!l)
    {
      g_warning (G_STRLOC ": Attempted to present an unknown child.");
      return;
    }
  data = l->data;

  clutter_actor_get_allocation_box (CLUTTER_ACTOR (shell), &box);
  width = box.x2 - box.x1;
  height = box.y2 - box.y1;
  x = 0;
  y = 0;

  if (clutter_actor_get_opacity (data->child) == 0x00)
    {
      switch (in)
        {
        case MEX_SHELL_DIRECTION_NONE:
          clutter_actor_set_position (data->child, 0, 0);
          break;

        case MEX_SHELL_DIRECTION_TOP:
          clutter_actor_set_position (data->child, x, -height);
          break;

        case MEX_SHELL_DIRECTION_RIGHT:
          clutter_actor_set_position (data->child, width, y);
          break;

        default:
        case MEX_SHELL_DIRECTION_BOTTOM:
          clutter_actor_set_position (data->child, x, height);
          break;

        case MEX_SHELL_DIRECTION_LEFT:
          clutter_actor_set_position (data->child, -width, y);
          break;
        }

      data->last_direction = in;
    }

  clutter_animator_remove_key (data->animator,
                               (GObject *)data->child, NULL, -1);
  clutter_animator_set (data->animator,
                data->child, "x", CLUTTER_LINEAR, 0.0, 0.f,
                data->child, "x", CLUTTER_EASE_OUT_QUAD, 1.0, x,
                data->child, "y", CLUTTER_LINEAR, 0.0, 0.f,
                data->child, "y", CLUTTER_EASE_OUT_QUAD, 1.0, y,
                data->child, "opacity", CLUTTER_LINEAR, 0.0, 0x00,
                data->child, "opacity", CLUTTER_EASE_OUT_QUAD, 0.1, 0xff,
                NULL);
  clutter_animator_property_set_ease_in (data->animator, (GObject *)data->child,
                                         "x", TRUE);
  clutter_animator_property_set_ease_in (data->animator, (GObject *)data->child,
                                         "y", TRUE);
  clutter_animator_property_set_ease_in (data->animator, (GObject *)data->child,
                                         "opacity", TRUE);
  data->start_animator = TRUE;

  if (priv->presented && (priv->presented != actor))
    {
      MexShellDirection dir;

      l = g_list_find_custom (priv->children,
                                 priv->presented,
                                 mex_shell_find_child);
      if (!l)
        {
          g_warning (G_STRLOC ": Former presented actor is unknown");
          return;
        }
      data = l->data;

      x = y = 0;

      switch (in)
        {
        case 0:
          x = y = 0;
          dir = 0;
          break;

        case MEX_SHELL_DIRECTION_TOP:
          y = height;
          dir = MEX_SHELL_DIRECTION_BOTTOM;
          break;

        case MEX_SHELL_DIRECTION_RIGHT:
          x = -width;
          dir = MEX_SHELL_DIRECTION_LEFT;
          break;

        case MEX_SHELL_DIRECTION_BOTTOM:
          y = -height;
          dir = MEX_SHELL_DIRECTION_TOP;
          break;

        default:
        case MEX_SHELL_DIRECTION_LEFT:
          x = width;
          dir = MEX_SHELL_DIRECTION_RIGHT;
          break;
        }

      data->last_direction = dir;
      clutter_animator_remove_key (data->animator,
                                   (GObject *)data->child, NULL, -1);
      clutter_animator_set (data->animator,
                data->child, "x", CLUTTER_LINEAR, 0.0, 0.f,
                data->child, "x", CLUTTER_EASE_OUT_QUAD, 1.0, x,
                data->child, "y", CLUTTER_LINEAR, 0.0, 0.f,
                data->child, "y", CLUTTER_EASE_OUT_QUAD, 1.0, y,
                data->child, "opacity", CLUTTER_LINEAR, 0.9, 0xff,
                data->child, "opacity", CLUTTER_EASE_OUT_QUAD, 1.0, 0x00,
                NULL);
      clutter_animator_property_set_ease_in (data->animator,
                                             (GObject *)data->child,
                                             "x", TRUE);
      clutter_animator_property_set_ease_in (data->animator,
                                             (GObject *)data->child,
                                             "y", TRUE);
      clutter_animator_property_set_ease_in (data->animator,
                                             (GObject *)data->child,
                                             "opacity", TRUE);
      data->start_animator = TRUE;
    }

  priv->presented = actor;
  stage = clutter_actor_get_stage (actor);
  if (stage)
    {
      MxFocusManager *manager =
        mx_focus_manager_get_for_stage ((ClutterStage *)stage);

      if (manager)
        {
          if (MX_IS_FOCUSABLE (actor))
            mx_focus_manager_push_focus_with_hint (manager,
                                                   MX_FOCUSABLE (shell),
                                                   MX_FOCUS_HINT_PRIOR);
          else
            mx_focus_manager_move_focus (manager, MX_FOCUS_DIRECTION_OUT);
        }
    }

  clutter_actor_queue_redraw (CLUTTER_ACTOR (shell));
}
예제 #5
0
G_MODULE_EXPORT gint
test_animator_main (gint    argc,
                    gchar **argv)
{
  ClutterActor *stage;
  ClutterActor *rects[COUNT];
  gint i;
  clutter_init (&argc, &argv);

  stage = clutter_stage_get_default ();

  for (i=0; i<COUNT; i++)
    {
      rects[i]=new_rect (255 *(i * 1.0/COUNT), 50, 160, 255);
      clutter_container_add_actor (CLUTTER_CONTAINER (stage), rects[i]);
      clutter_actor_set_anchor_point (rects[i], 64, 64);
      clutter_actor_set_position (rects[i], 320.0, 240.0);
      clutter_actor_set_opacity (rects[i], 0x70);
    }

  g_timeout_add (10000, nuke_one, rects[2]);

  animator = clutter_animator_new ();

  /* Note: when both animations are active for the same actor at the same
   * time there is a race, such races should be handled by avoiding
   * controlling the same properties from multiple animations. This is
   * an intentional design flaw of this test for testing the corner case.
   */

  clutter_animator_set (animator,
         rects[0], "x",       1,                    0.0,  180.0,
         rects[0], "x",       CLUTTER_LINEAR,       0.25, 450.0,
         rects[0], "x",       CLUTTER_LINEAR,       0.5,  450.0,
         rects[0], "x",       CLUTTER_LINEAR,       0.75, 180.0,
         rects[0], "x",       CLUTTER_LINEAR,       1.0,  180.0,

         rects[0], "y",       -1,                   0.0,   100.0,
         rects[0], "y",       CLUTTER_LINEAR,       0.25,  100.0,
         rects[0], "y",       CLUTTER_LINEAR,       0.5,   380.0,
         rects[0], "y",       CLUTTER_LINEAR,       0.75,  380.0,
         rects[0], "y",       CLUTTER_LINEAR,       1.0,   100.0,

         rects[3], "x",       0,                    0.0,  180.0,
         rects[3], "x",       CLUTTER_LINEAR,       0.25, 180.0,
         rects[3], "x",       CLUTTER_LINEAR,       0.5,  450.0,
         rects[3], "x",       CLUTTER_LINEAR,       0.75, 450.0,
         rects[3], "x",       CLUTTER_LINEAR,       1.0,  180.0,

         rects[3], "y",       0,                    0.0,  100.0,
         rects[3], "y",       CLUTTER_LINEAR,       0.25, 380.0,
         rects[3], "y",       CLUTTER_LINEAR,       0.5,  380.0,
         rects[3], "y",       CLUTTER_LINEAR,       0.75, 100.0,
         rects[3], "y",       CLUTTER_LINEAR,       1.0,  100.0,


         rects[2], "rotation-angle-y",       0,                    0.0,  0.0,
         rects[2], "rotation-angle-y",       CLUTTER_LINEAR,       1.0,  360.0,

         rects[1], "scale-x", 0,                    0.0,  1.0,
         rects[1], "scale-x", CLUTTER_LINEAR,       1.0,  2.0,
         rects[1], "scale-y", 0,                    0.0,  1.0,
         rects[1], "scale-y", CLUTTER_LINEAR,       1.0,  2.0,
         NULL);


  clutter_actor_set_scale (rects[0], 1.4, 1.4);
  clutter_animator_property_set_ease_in (animator, G_OBJECT (rects[0]), "x",
                                         TRUE);
  clutter_animator_property_set_ease_in (animator, G_OBJECT (rects[0]), "y",
                                         TRUE);
  clutter_animator_property_set_interpolation (animator, G_OBJECT (rects[0]),
                                               "x", CLUTTER_INTERPOLATION_CUBIC);
  clutter_animator_property_set_interpolation (animator, G_OBJECT (rects[0]),
                                               "y", CLUTTER_INTERPOLATION_CUBIC);

  clutter_stage_hide_cursor(CLUTTER_STAGE (stage));
  clutter_actor_show (stage);
  clutter_animator_set_duration (animator, 5000);

  g_signal_connect (clutter_animator_start (animator),
                    "completed", G_CALLBACK (reverse_timeline), NULL);
  clutter_main ();
  g_object_unref (animator);

  return EXIT_SUCCESS;
}