#include <math.h>
#include <clutter-gtk/gtk-clutter-embed.h>
+#include <clutter-gtk/gtk-clutter-util.h>
#define TRAILS 0
#define NHANDS 2
{
if (event->type == CLUTTER_BUTTON_PRESS)
{
- ClutterActor *actor;
+ ClutterActor *a;
gint x, y;
clutter_event_get_coords (event, &x, &y);
- actor = clutter_stage_get_actor_at_pos (stage, x, y);
- if (actor)
- clutter_actor_hide (actor);
+ a = clutter_stage_get_actor_at_pos (stage, x, y);
+ if (a && (CLUTTER_IS_TEXTURE (a) || CLUTTER_IS_CLONE_TEXTURE (a)))
+ clutter_actor_hide (a);
}
else if (event->type == CLUTTER_KEY_PRESS)
{
SuperOH *oh;
gint i;
- clutter_init (&argc, &argv);
- gtk_init (&argc, &argv);
+ if (gtk_clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS)
+ g_error ("Unable to initialize GtkClutter");
pixbuf = gdk_pixbuf_new_from_file ("redhand.png", NULL);
#endif
/* create a new group to hold multiple actors in a group */
- oh->group = CLUTTER_GROUP (clutter_group_new());
+ oh->group = CLUTTER_GROUP (clutter_group_new ());
for (i = 0; i < NHANDS; i++)
{
#if 1
/* Create a texture from pixbuf, then clone in to same resources */
if (i == 0)
- oh->hand[i] = clutter_texture_new_from_pixbuf (pixbuf);
+ oh->hand[i] = gtk_clutter_texture_new_from_pixbuf (pixbuf);
else
- oh->hand[i] = clutter_clone_texture_new (CLUTTER_TEXTURE(oh->hand[0]));
+ oh->hand[i] = clutter_clone_texture_new (CLUTTER_TEXTURE (oh->hand[0]));
#else
ClutterColor colour = { 255, 0, 0, 255 };
}
/* Add the group to the stage */
- clutter_group_add (CLUTTER_GROUP (stage), CLUTTER_ACTOR(oh->group));
-
- /* Show everying ( and map window ) */
- clutter_actor_show_all (CLUTTER_ACTOR (oh->group));
+ clutter_container_add_actor (CLUTTER_CONTAINER (clutter),
+ CLUTTER_ACTOR (oh->group));
g_signal_connect (stage, "button-press-event",
G_CALLBACK (input_cb),
gtk_widget_show_all (window);
+ /* Only show the actors after parent show otherwise it will just be
+ * unrealized when the clutter foreign window is set. widget_show
+ * will call show on the stage.
+ */
+ clutter_actor_show_all (CLUTTER_ACTOR (oh->group));
+
/* Create a timeline to manage animation */
timeline = clutter_timeline_new (360, 60); /* num frames, fps */
g_object_set(timeline, "loop", TRUE, NULL); /* have it loop */