The following example demonstrates the use of a score containing two timelines, with one starting when the other ends, and the whole score running as a loop. The first timeline rotates the rectangle as in the previous example, and the second timeline moves the rectangle horizontally.
File: main.cc
#include <cluttermm.h>
namespace
{
static Glib::RefPtr<Clutter::Rectangle> rect;
static int rotation_angle = 0;
static int color_change_count = 0;
/*
* Rotate the rectangle and alternate its color.
*/
static void on_timeline_rotation_new_frame(int frame_num,
Glib::RefPtr<Clutter::Timeline> timeline)
{
if(++rotation_angle >= 360)
rotation_angle = 0;
// Rotate the rectangle clockwise around the z axis, around
// it's top-left corner:
rect->set_rotation(Clutter::X_AXIS, rotation_angle, 0, 0, 0);
// Change the color
// (This is a silly example, making the rectangle flash)
if(++color_change_count > 100)
color_change_count = 0;
if(color_change_count == 0)
rect->set_color(Clutter::Color(0xFF, 0xFF, 0xFF, 0x99));
else if(color_change_count == 50)
rect->set_color(Clutter::Color(0x10, 0x40, 0x90, 0xFF));
}
/*
* Move the rectangle.
*/
static void on_timeline_move_new_frame(int frame_num,
Glib::RefPtr<Clutter::Timeline> timeline)
{
int x_position = rect->get_x();
if(++x_position >= 150)
x_position = 0;
rect->set_x(x_position);
}
} // anonymous namespace
int main(int argc, char** argv)
{
Clutter::init(&argc, &argv);
// Get the stage and set its size and color:
const Glib::RefPtr<Clutter::Stage> stage = Clutter::Stage::get_default();
stage->set_size(200, 200);
stage->set_color(Clutter::Color(0x00, 0x00, 0x00, 0xFF));
// Add a rectangle to the stage:
rect = Clutter::Rectangle::create(Clutter::Color(0xFF, 0xFF, 0xFF, 0x99));
rect->set_size(70, 70);
rect->set_position(50, 100);
stage->add_actor(rect);
rect->show();
// Show the stage:
stage->show();
// Create a score and add two timelines to it,
// so the second timeline starts when the first one stops:
const Glib::RefPtr<Clutter::Score> score = Clutter::Score::create();
score->set_loop(true);
const Glib::RefPtr<Clutter::Timeline>
timeline_rotation = Clutter::Timeline::create(200 /*frames*/, 120 /*fps*/);
timeline_rotation->signal_new_frame()
.connect(sigc::bind(&on_timeline_rotation_new_frame, timeline_rotation));
score->append(timeline_rotation);
const Glib::RefPtr<Clutter::Timeline>
timeline_move = Clutter::Timeline::create(200 /*frames*/, 120 /*fps*/);
timeline_move->signal_new_frame()
.connect(sigc::bind(&on_timeline_move_new_frame, timeline_move));
score->append(timeline_rotation, timeline_move);
score->start();
// Start the main loop, so we can respond to events:
Clutter::main();
return 0;
}