clutter_actor_set_rotation (CLUTTER_ACTOR (oh->group),
CLUTTER_Z_AXIS,
frame_num,
- 0, 0, 0);
+ CLUTTER_STAGE_WIDTH () / 2,
+ CLUTTER_STAGE_HEIGHT () / 2,
+ 0);
for (i = 0; i < n_hands; i++)
{
h = clutter_actor_get_height (oh->hand[0]);
x = CLUTTER_STAGE_WIDTH () / 2
- + radius
- * cos (i * M_PI / (n_hands / 2));
+ + radius
+ * cos (i * M_PI / (n_hands / 2))
+ - w / 2;
+
y = CLUTTER_STAGE_HEIGHT () / 2
- + radius
- * sin (i * M_PI / (n_hands / 2));
+ + radius
+ * sin (i * M_PI / (n_hands / 2))
+ - h / 2;
+
+ clutter_actor_set_position (oh->hand[i], x, y);
clutter_actor_move_anchor_point_from_gravity (oh->hand[i],
CLUTTER_GRAVITY_CENTER);
- clutter_actor_set_position (oh->hand[i], x, y);
-
/* Add to our group group */
clutter_container_add_actor (CLUTTER_CONTAINER (oh->group), oh->hand[i]);
clutter_actor_show_all (oh->group);
- clutter_actor_set_anchor_point_from_gravity (oh->group,
- CLUTTER_GRAVITY_CENTER);
- clutter_actor_set_position (oh->group,
- CLUTTER_STAGE_WIDTH()/2,
- CLUTTER_STAGE_HEIGHT()/2);
-
- printf ("group %dx%d, stage %dx%d\n",
- clutter_actor_get_width (oh->group),
- clutter_actor_get_height (oh->group),
- CLUTTER_STAGE_WIDTH(),
- CLUTTER_STAGE_HEIGHT());
-
/* Add the group to the stage */
clutter_container_add_actor (CLUTTER_CONTAINER (stage),
CLUTTER_ACTOR (oh->group));