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(); }
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 (); }