public static void Main(string[] args) { Application.Init(); Stage stage = Stage.Default as Stage; (stage as Stage).KeyPressEvent += delegate { Clutter.Main.Quit(); }; // fixme: add constructor Clutter.Color stage_color = new Clutter.Color(0xcc, 0xcc, 0xcc, 0xff); stage.SetColor(stage_color); Clutter.Group group = new Group(); stage.Add(group); group.Show(); // Make a hand Clutter.Actor hand = new Texture("redhand.png"); hand.SetPosition(0, 0); hand.Show(); // Make a rect Clutter.Rectangle rect = new Clutter.Rectangle(); rect.SetPosition(0, 0); rect.SetSize((int)hand.Width, (int)hand.Height); Clutter.Color rect_bg_color = new Clutter.Color(0x33, 0x22, 0x22, 0xff); rect.SetColor(rect_bg_color); rect.BorderWidth = 10; rect.Show(); group.Add(rect); group.Add(hand); // Make a timeline Timeline timeline = new Timeline(100, 26); timeline.Loop = true; Alpha alpha = new Alpha(timeline, (a) => a.Value); Behaviour o_behave = new BehaviourOpacity(alpha, 0x33, 0xff); o_behave.Apply(group); // Make a path behaviour and apply that too Behaviour p_behave = new BehaviourPath(alpha, knots); // fixme: add custom constructor? p_behave.Apply(group); // start timeline timeline.Start(); stage.ShowAll(); // launch Application.Run(); }
static void Main() { ClutterRun.Init(); Stage stage = Stage.Default; stage.SetSize(200, 200); template = new EffectTemplate(new Timeline(90, 120), Sine.Func); rect = new Rectangle(); Clutter.Color rect_bg_color = new Clutter.Color(0x33, 0x22, 0x22, 0xff); rect.Color = rect_bg_color; rect.BorderWidth = 10; rect.Reactive = true; rect.SetSize(100, 100); rect.AnchorPointFromGravity = Gravity.Center; rect.SetPosition(100, 100); rect.ButtonPressEvent += delegate { ScaleRect(); }; stage.AddActor(rect); stage.ShowAll(); ClutterRun.Main(); }
protected Clutter.Color GetFontColor() { if (colors == null) { colors = new Clutter.Color[4]; colors[0] = new Clutter.Color(1.0f, 1.0f, 1.0f, 0.6f); colors[1] = new Clutter.Color(1.0f, 1.0f, 1.0f, 0.75f); colors[2] = new Clutter.Color(1.0f, 1.0f, 1.0f, 0.9f); colors[3] = new Clutter.Color(0.0f, 0.0f, 0.0f, 0.75f); } if (state >= 4) { return(colors[3]); } else if (state >= 2) { return(colors[2]); } else if (state == 1) { return(colors[1]); } else { return(colors[0]); } }
public static void Main(string[] args) { Application.Init (); Stage stage = Stage.Default as Stage; (stage as Stage).KeyPressEvent += delegate { Clutter.Main.Quit(); }; // fixme: add constructor Clutter.Color stage_color = new Clutter.Color (0xcc, 0xcc, 0xcc, 0xff); stage.SetColor (stage_color); Clutter.Group group = new Group(); stage.Add (group); group.Show (); // Make a hand Clutter.Actor hand = new Texture ("redhand.png"); hand.SetPosition (0,0); hand.Show (); // Make a rect Clutter.Rectangle rect = new Clutter.Rectangle(); rect.SetPosition (0,0); rect.SetSize ((int)hand.Width, (int)hand.Height); Clutter.Color rect_bg_color = new Clutter.Color (0x33, 0x22, 0x22, 0xff); rect.SetColor (rect_bg_color); rect.BorderWidth = 10; rect.Show (); group.Add (rect); group.Add (hand); // Make a timeline Timeline timeline = new Timeline (100, 26); timeline.Loop = true; Alpha alpha = new Alpha (timeline, (a) => a.Value); Behaviour o_behave = new BehaviourOpacity (alpha, 0x33, 0xff); o_behave.Apply (group); // Make a path behaviour and apply that too Behaviour p_behave = new BehaviourPath(alpha, knots); // fixme: add custom constructor? p_behave.Apply (group); // start timeline timeline.Start (); stage.ShowAll(); // launch Application.Run (); }
static void Main() { ClutterRun.Init (); Stage stage = Stage.Default; stage.SetSize (200, 200); template = new EffectTemplate (new Timeline (90, 120), Sine.Func); rect = new Rectangle (); Clutter.Color rect_bg_color = new Clutter.Color (0x33, 0x22, 0x22, 0xff); rect.Color = rect_bg_color; rect.BorderWidth = 10; rect.Reactive = true; rect.SetSize (100, 100); rect.AnchorPointFromGravity = Gravity.Center; rect.SetPosition (100, 100); rect.ButtonPressEvent += delegate { ScaleRect (); }; stage.AddActor (rect); stage.ShowAll (); ClutterRun.Main (); }
protected Clutter.Color GetFontColor() { if (colors==null) { colors = new Clutter.Color[4]; colors[0] = new Clutter.Color (1.0f, 1.0f, 1.0f, 0.6f); colors[1] = new Clutter.Color (1.0f, 1.0f, 1.0f, 0.75f); colors[2] = new Clutter.Color (1.0f, 1.0f, 1.0f, 0.9f); colors[3] = new Clutter.Color (0.0f, 0.0f, 0.0f, 0.75f); } if (state>=4) return colors[3]; else if (state >= 2) return colors[2]; else if (state == 1) return colors[1]; else return colors[0]; }
public ScrollActor(Clutter.Color color) : this(color, 20) { }
public ScrollActor(Clutter.Color color, int scroll_offset) : base(color) { this.scroll_offset = scroll_offset; Reactive = true; }