[gnome-games/gnibbles-clutter-rebased: 127/129] Found what is causing the high CPU usage...
- From: Jason Clinton <jclinton src gnome org>
- To: svn-commits-list gnome org
- Cc:
- Subject: [gnome-games/gnibbles-clutter-rebased: 127/129] Found what is causing the high CPU usage...
- Date: Mon, 12 Oct 2009 21:36:53 +0000 (UTC)
commit 074cb2b480f6f999697a8d5aa69688fda1b777fb
Author: Guillaume Beland <guillaume beland gmail com>
Date: Sun Oct 4 14:35:32 2009 -0400
Found what is causing the high CPU usage...
Looping animation on bonus & warp, I disabled them for the moment while I'm
trying to find a suitable solution
gnibbles/bonus.c | 6 +++---
gnibbles/warp.c | 6 +++---
2 files changed, 6 insertions(+), 6 deletions(-)
---
diff --git a/gnibbles/bonus.c b/gnibbles/bonus.c
index 6185407..f2fc48e 100644
--- a/gnibbles/bonus.c
+++ b/gnibbles/bonus.c
@@ -104,13 +104,13 @@ gnibbles_bonus_draw (GnibblesBonus *bonus)
clutter_actor_set_opacity (bonus->actor, 0);
clutter_actor_set_scale (bonus->actor, 3.0, 3.0);
- g_signal_connect_after (
+ //g_signal_connect_after (
clutter_actor_animate (bonus->actor, CLUTTER_EASE_OUT_BOUNCE, 800,
"scale-x", 1.0, "scale-y", 1.0,
"fixed::scale-gravity", CLUTTER_GRAVITY_CENTER,
"opacity", 0xff,
- NULL),
- "completed", G_CALLBACK (animate_bonus1), bonus->actor);
+ NULL);
+ //"completed", G_CALLBACK (animate_bonus1), bonus->actor);
}
void
diff --git a/gnibbles/warp.c b/gnibbles/warp.c
index 0d94269..a5a258d 100644
--- a/gnibbles/warp.c
+++ b/gnibbles/warp.c
@@ -93,11 +93,11 @@ gnibbles_warp_draw (GnibblesWarp *warp)
clutter_container_add_actor (CLUTTER_CONTAINER (stage), warp->actor);
clutter_actor_set_opacity (warp->actor, 0);
clutter_actor_set_scale (warp->actor, 2.0, 2.0);
- g_signal_connect_after (
+ //g_signal_connect_after (
clutter_actor_animate (warp->actor, CLUTTER_EASE_OUT_CIRC, 410,
"scale-x", 1.0, "scale-y", 1.0,
"fixed::scale-gravity", CLUTTER_GRAVITY_CENTER,
"opacity", 0xff,
- NULL),
- "completed", G_CALLBACK (animate_warp1), warp->actor);
+ NULL);
+ //"completed", G_CALLBACK (animate_warp1), warp->actor);
}
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