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using System;
using Clutter;
using Cairo;
public class Flower
{
const int PETAL_MIN = 20;
const int PETAL_VAR = 40;
const int N_FLOWERS = 40;
static Random random;
static Flower[] flowers;
CairoTexture ctex;
int x;
int y;
int rot;
int v;
int rv;
static double[] colors = { 0.71, 0.81, 0.83,
1.0, 0.78, 0.57,
0.64, 0.30, 0.35,
0.73, 0.40, 0.39,
0.91, 0.56, 0.64,
0.70, 0.47, 0.45,
0.92, 0.75, 0.60,
0.82, 0.86, 0.85,
0.51, 0.56, 0.67,
1.0, 0.79, 0.58 };
public Flower ( )
{
int idx = -1;
int last_idx = -1;
int petal_size = PETAL_MIN + rand () % PETAL_VAR;
int size = petal_size * 8;
int n_groups = rand () % 3 + 1;
this.ctex = new CairoTexture ((uint)size, (uint)size);
// the using statement make sure the cr is disposed at the end,
// otherwise we get no bling
using (Cairo.Context cr = this.ctex.Create ())
{
cr.Tolerance = 0.1;
// Clear
cr.Operator = Operator.Clear;
cr.Paint ();
cr.Operator = Operator.Over;
cr.Translate (size/2, size/2);
// petals
for (int i = 0; i < n_groups; i++)
{
int n_petals = rand () % 5 + 4;
cr.Save ();
cr.Rotate (rand () % 6);
do {
idx = (rand () % (colors.Length / 3)) * 3;
} while (idx == last_idx);
cr.SetSourceRGBA (colors[idx], colors[idx+1], colors[idx+2], 0.5);
int pm1 = rand () % 20;
int pm2 = rand () % 4;
for (int j = 0; j < n_petals; j++)
{
cr.Save ();
cr.Rotate (((2 * Math.PI) / n_petals) * j);
cr.NewPath ();
cr.MoveTo (0, 0);
cr.RelCurveTo (petal_size, petal_size, (pm2 + 2) * petal_size,
petal_size, (2 * petal_size) + pm1, 0);
cr.RelCurveTo (0 + (pm2 * petal_size), -petal_size, - petal_size,
-petal_size, -((2 * petal_size) + pm1), 0);
cr.ClosePath ();
cr.Fill ();
cr.Restore ();
}
petal_size -= rand () % (size / 8);
cr.Restore ();
}
// flower center
do {
idx = (rand () % (colors.Length / 4 / 3)) * 3;
} while (idx == last_idx);
if (petal_size < 0)
petal_size = rand () % 10;
cr.SetSourceRGBA (colors[idx], colors[idx+1], colors[idx+2], 0.5);
cr.Arc (0, 0, petal_size, 0, Math.PI * 2);
cr.Fill ();
}
}
static bool Tick ()
{
for (int i = 0; i < N_FLOWERS; i++)
{
flowers[i].y += flowers[i].v;
flowers[i].rot += flowers[i].rv;
if (flowers[i].y > Stage.Default.Height)
flowers[i].y = (int)-flowers[i].ctex.Height;
Actor current_flower = flowers[i].ctex;
current_flower.SetPosition (flowers[i].x, flowers[i].y);
current_flower.SetRotation(RotateAxis.ZAxis,
flowers[i].rot,
(int)current_flower.Width / 2,
(int)current_flower.Height /2,
0);
}
return true;
}
static int rand ()
{
return random.Next ();
}
static void HandleKeyPress (object o, KeyPressEventArgs args)
{
Clutter.Main.Quit ();
}
public static void Main ()
{
random = new Random ();
ClutterRun.Init ();
Stage stage = Stage.Default;
stage.Fullscreen = true;
stage.Color = new Clutter.Color (0x10, 0x10, 0x10, 0xff);
flowers = new Flower[N_FLOWERS];
for (int i = 0; i < N_FLOWERS; i++)
{
flowers[i] = new Flower ();
flowers[i].x = (int)(rand () % stage.Width - (PETAL_MIN + PETAL_VAR)*2);
flowers[i].y = (int)(rand () % stage.Height);
flowers[i].rv = rand () % 5 + 1;
flowers[i].v = rand () % 10 + 2;
stage.AddActor (flowers[i].ctex);
flowers[i].ctex.SetPosition (flowers[i].x, flowers[i].y);
}
GLib.Timeout.Add (50, new GLib.TimeoutHandler (Tick));
stage.ShowAll ();
stage.KeyPressEvent += HandleKeyPress;
ClutterRun.Main ();
}
}
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