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Clutter Reference Manual | ![]() |
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With Clutter using hardware accelration for graphics rendering, complex and fast animations are possible. This chapter describes basic techniques and the utilities Clutter provides in aiding animation creation.
The most basic way to create animations with Clutter is via the use
of g_timeout_add()
. This enables a callback function to be called at a
defined interval. The callback function can then modify actors visual
properties as to produce an animation.
Example 8. Simple timeout example
Implement a rotating actor using 360 "frames"
struct RotationClosure { ClutterActor *actor; gdouble final_angle; gdouble current_angle; }; static gboolean rotate_actor (gpointer data) { struct RotationClosure *clos = data; clutter_actor_set_rotation (clos->actor, clos->current_angle, 0, 0, 0); /* add one degree */ clos->current_angle += 1.0 if (clos->current_angle == clos->final_angle) return FALSE; return TRUE; } static void rotate_actor_cleanup (gpointer data) { struct RotationClosure *clos = data; g_object_unref (clos->actor); g_free (clos); } ... struct RotationClosure *clos = NULL; clos = g_new (struct RotationClosure, 1); clos->actor = g_object_ref (an_actor); clos->final_angle = 360.0; clos->current_angle = 0; g_timeout_add_full (1000 / 360, /* 360 updates in one second */ rotate_actor, clos, rotate_actor_cleanup);
G_PRIORITY_DEFAULT
should always be used as the timeouts priority
(in case of g_timeout_add_full()
) as not to intefere with Clutter's
scheduling of repaints and input event handling.