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(5000 /* milliseconds */); 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(5000 /* milliseconds */); 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; }