ClutterEvent *event,
ClutterActor *emblem)
{
+ clutter_actor_save_easing_state (emblem);
+ clutter_actor_set_easing_duration (emblem, 150);
+ clutter_actor_set_easing_mode (emblem, CLUTTER_LINEAR);
clutter_actor_set_opacity (emblem, 255);
+ clutter_actor_restore_easing_state (emblem);
return CLUTTER_EVENT_STOP;
}
ClutterEvent *event,
ClutterActor *emblem)
{
+ clutter_actor_save_easing_state (emblem);
+ clutter_actor_set_easing_duration (emblem, 150);
+ clutter_actor_set_easing_mode (emblem, CLUTTER_LINEAR);
clutter_actor_set_opacity (emblem, 0);
+ clutter_actor_restore_easing_state (emblem);
return CLUTTER_EVENT_STOP;
}
ClutterActor *rect,
ClutterActor *box)
{
+ clutter_actor_save_easing_state (box);
+ clutter_actor_set_easing_mode (box, CLUTTER_EASE_OUT_BOUNCE);
+ clutter_actor_set_easing_duration (box, 500);
+
if (!is_expanded)
clutter_actor_set_size (box, 400, 400);
else
clutter_actor_set_size (box, 200, 200);
+ clutter_actor_restore_easing_state (box);
+
is_expanded = !is_expanded;
}
clutter_actor_set_anchor_point_from_gravity (box, CLUTTER_GRAVITY_CENTER);
clutter_actor_set_position (box, 320, 240);
clutter_actor_set_reactive (box, TRUE);
- clutter_actor_set_easing_mode (box, CLUTTER_EASE_OUT_BOUNCE);
- clutter_actor_set_easing_duration (box, 500);
clutter_actor_set_name (box, "box");
/* the contents of the texture are created every time the allocation
clutter_actor_set_reactive (rect, TRUE);
clutter_actor_raise_top (rect);
clutter_actor_set_name (rect, "emblem");
- clutter_actor_set_easing_duration (rect, 150);
- clutter_actor_set_easing_mode (rect, CLUTTER_LINEAR);
action = clutter_click_action_new ();
clutter_actor_add_action (rect, action);