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mutter-performance-source/clutter/clutter-enums.h

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/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2011 Intel Corporation
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <clutter/clutter.h> can be included directly."
#endif
#ifndef __CLUTTER_ENUMS_H__
#define __CLUTTER_ENUMS_H__
#include <glib-object.h>
G_BEGIN_DECLS
/**
* ClutterRotateAxis:
* @CLUTTER_X_AXIS: Rotate around the X axis
* @CLUTTER_Y_AXIS: Rotate around the Y axis
* @CLUTTER_Z_AXIS: Rotate around the Z axis
*
* Axis of a rotation.
*/
typedef enum { /*< prefix=CLUTTER >*/
CLUTTER_X_AXIS,
CLUTTER_Y_AXIS,
CLUTTER_Z_AXIS
} ClutterRotateAxis;
/**
* ClutterRequestMode:
* @CLUTTER_REQUEST_HEIGHT_FOR_WIDTH: Height for width requests
* @CLUTTER_REQUEST_WIDTH_FOR_HEIGHT: Width for height requests
*
* Specifies the type of requests for a #ClutterActor.
*/
typedef enum { /*< prefix=CLUTTER_REQUEST >*/
CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
CLUTTER_REQUEST_WIDTH_FOR_HEIGHT
} ClutterRequestMode;
/**
* ClutterAnimationMode:
* @CLUTTER_CUSTOM_MODE: custom progress function
* @CLUTTER_LINEAR: linear tweening
* @CLUTTER_EASE_IN_QUAD: quadratic tweening
* @CLUTTER_EASE_OUT_QUAD: quadratic tweening, inverse of
* %CLUTTER_EASE_IN_QUAD
* @CLUTTER_EASE_IN_OUT_QUAD: quadratic tweening, combininig
* %CLUTTER_EASE_IN_QUAD and %CLUTTER_EASE_OUT_QUAD
* @CLUTTER_EASE_IN_CUBIC: cubic tweening
* @CLUTTER_EASE_OUT_CUBIC: cubic tweening, invers of
* %CLUTTER_EASE_IN_CUBIC
* @CLUTTER_EASE_IN_OUT_CUBIC: cubic tweening, combining
* %CLUTTER_EASE_IN_CUBIC and %CLUTTER_EASE_OUT_CUBIC
* @CLUTTER_EASE_IN_QUART: quartic tweening
* @CLUTTER_EASE_OUT_QUART: quartic tweening, inverse of
* %CLUTTER_EASE_IN_QUART
* @CLUTTER_EASE_IN_OUT_QUART: quartic tweening, combining
* %CLUTTER_EASE_IN_QUART and %CLUTTER_EASE_OUT_QUART
* @CLUTTER_EASE_IN_QUINT: quintic tweening
* @CLUTTER_EASE_OUT_QUINT: quintic tweening, inverse of
* %CLUTTER_EASE_IN_QUINT
* @CLUTTER_EASE_IN_OUT_QUINT: fifth power tweening, combining
* %CLUTTER_EASE_IN_QUINT and %CLUTTER_EASE_OUT_QUINT
* @CLUTTER_EASE_IN_SINE: sinusoidal tweening
* @CLUTTER_EASE_OUT_SINE: sinusoidal tweening, inverse of
* %CLUTTER_EASE_IN_SINE
* @CLUTTER_EASE_IN_OUT_SINE: sine wave tweening, combining
* %CLUTTER_EASE_IN_SINE and %CLUTTER_EASE_OUT_SINE
* @CLUTTER_EASE_IN_EXPO: exponential tweening
* @CLUTTER_EASE_OUT_EXPO: exponential tweening, inverse of
* %CLUTTER_EASE_IN_EXPO
* @CLUTTER_EASE_IN_OUT_EXPO: exponential tweening, combining
* %CLUTTER_EASE_IN_EXPO and %CLUTTER_EASE_OUT_EXPO
* @CLUTTER_EASE_IN_CIRC: circular tweening
* @CLUTTER_EASE_OUT_CIRC: circular tweening, inverse of
* %CLUTTER_EASE_IN_CIRC
* @CLUTTER_EASE_IN_OUT_CIRC: circular tweening, combining
* %CLUTTER_EASE_IN_CIRC and %CLUTTER_EASE_OUT_CIRC
* @CLUTTER_EASE_IN_ELASTIC: elastic tweening, with offshoot on start
* @CLUTTER_EASE_OUT_ELASTIC: elastic tweening, with offshoot on end
* @CLUTTER_EASE_IN_OUT_ELASTIC: elastic tweening with offshoot on both ends
* @CLUTTER_EASE_IN_BACK: overshooting cubic tweening, with
* backtracking on start
* @CLUTTER_EASE_OUT_BACK: overshooting cubic tweening, with
* backtracking on end
* @CLUTTER_EASE_IN_OUT_BACK: overshooting cubic tweening, with
* backtracking on both ends
* @CLUTTER_EASE_IN_BOUNCE: exponentially decaying parabolic (bounce)
* tweening, with bounce on start
* @CLUTTER_EASE_OUT_BOUNCE: exponentially decaying parabolic (bounce)
* tweening, with bounce on end
* @CLUTTER_EASE_IN_OUT_BOUNCE: exponentially decaying parabolic (bounce)
* tweening, with bounce on both ends
* @CLUTTER_STEPS: parametrized step function; see clutter_timeline_set_step_progress()
* for further details.
* @CLUTTER_STEP_START: equivalent to %CLUTTER_STEPS with a number of steps
* equal to 1, and a step mode of %CLUTTER_STEP_MODE_START.
* @CLUTTER_STEP_END: equivalent to %CLUTTER_STEPS with a number of steps
* equal to 1, and a step mode of %CLUTTER_STEP_MODE_END.
* @CLUTTER_CUBIC_BEZIER: cubic bezier between (0, 0) and (1, 1) with two
* control points; see clutter_timeline_set_cubic_bezier_progress().
* @CLUTTER_EASE: equivalent to %CLUTTER_CUBIC_BEZIER with control points
* in (0.25, 0.1) and (0.25, 1.0).
* @CLUTTER_EASE_IN: equivalent to %CLUTTER_CUBIC_BEZIER with control points
* in (0.42, 0) and (1.0, 1.0).
* @CLUTTER_EASE_OUT: equivalent to %CLUTTER_CUBIC_BEZIER with control points
* in (0, 0) and (0.58, 1.0).
* @CLUTTER_EASE_IN_OUT: equivalent to %CLUTTER_CUBIC_BEZIER with control points
* in (0.42, 0) and (0.58, 1.0).
* @CLUTTER_ANIMATION_LAST: last animation mode, used as a guard when enumerating
*
* The animation modes used by #ClutterTimeline.
*
* This enumeration can be expanded in later versions of Clutter.
*
* <figure id="easing-modes">
* <title>Easing modes provided by Clutter</title>
* <graphic fileref="easing-modes.png" format="PNG"/>
* </figure>
*/
typedef enum {
CLUTTER_CUSTOM_MODE = 0,
/* linear */
CLUTTER_LINEAR,
/* quadratic */
CLUTTER_EASE_IN_QUAD,
CLUTTER_EASE_OUT_QUAD,
CLUTTER_EASE_IN_OUT_QUAD,
/* cubic */
CLUTTER_EASE_IN_CUBIC,
CLUTTER_EASE_OUT_CUBIC,
CLUTTER_EASE_IN_OUT_CUBIC,
/* quartic */
CLUTTER_EASE_IN_QUART,
CLUTTER_EASE_OUT_QUART,
CLUTTER_EASE_IN_OUT_QUART,
/* quintic */
CLUTTER_EASE_IN_QUINT,
CLUTTER_EASE_OUT_QUINT,
CLUTTER_EASE_IN_OUT_QUINT,
/* sinusoidal */
CLUTTER_EASE_IN_SINE,
CLUTTER_EASE_OUT_SINE,
CLUTTER_EASE_IN_OUT_SINE,
/* exponential */
CLUTTER_EASE_IN_EXPO,
CLUTTER_EASE_OUT_EXPO,
CLUTTER_EASE_IN_OUT_EXPO,
/* circular */
CLUTTER_EASE_IN_CIRC,
CLUTTER_EASE_OUT_CIRC,
CLUTTER_EASE_IN_OUT_CIRC,
/* elastic */
CLUTTER_EASE_IN_ELASTIC,
CLUTTER_EASE_OUT_ELASTIC,
CLUTTER_EASE_IN_OUT_ELASTIC,
/* overshooting cubic */
CLUTTER_EASE_IN_BACK,
CLUTTER_EASE_OUT_BACK,
CLUTTER_EASE_IN_OUT_BACK,
/* exponentially decaying parabolic */
CLUTTER_EASE_IN_BOUNCE,
CLUTTER_EASE_OUT_BOUNCE,
CLUTTER_EASE_IN_OUT_BOUNCE,
/* step functions (see css3-transitions) */
CLUTTER_STEPS,
CLUTTER_STEP_START, /* steps(1, start) */
CLUTTER_STEP_END, /* steps(1, end) */
/* cubic bezier (see css3-transitions) */
CLUTTER_CUBIC_BEZIER,
CLUTTER_EASE,
CLUTTER_EASE_IN,
CLUTTER_EASE_OUT,
CLUTTER_EASE_IN_OUT,
/* guard */
CLUTTER_ANIMATION_LAST
} ClutterAnimationMode;
/**
* ClutterTextDirection:
* @CLUTTER_TEXT_DIRECTION_DEFAULT: Use the default setting, as returned
* by clutter_get_default_text_direction()
* @CLUTTER_TEXT_DIRECTION_LTR: Use left-to-right text direction
* @CLUTTER_TEXT_DIRECTION_RTL: Use right-to-left text direction
*
* The text direction to be used by #ClutterActor<!-- -->s
*/
typedef enum {
CLUTTER_TEXT_DIRECTION_DEFAULT,
CLUTTER_TEXT_DIRECTION_LTR,
CLUTTER_TEXT_DIRECTION_RTL
} ClutterTextDirection;
/**
* ClutterShaderType:
* @CLUTTER_VERTEX_SHADER: a vertex shader
* @CLUTTER_FRAGMENT_SHADER: a fragment shader
*
* The type of GLSL shader program
*
*
*/
typedef enum {
CLUTTER_VERTEX_SHADER,
CLUTTER_FRAGMENT_SHADER
} ClutterShaderType;
/**
* ClutterModifierType:
* @CLUTTER_SHIFT_MASK: Mask applied by the Shift key
* @CLUTTER_LOCK_MASK: Mask applied by the Caps Lock key
* @CLUTTER_CONTROL_MASK: Mask applied by the Control key
* @CLUTTER_MOD1_MASK: Mask applied by the first Mod key
* @CLUTTER_MOD2_MASK: Mask applied by the second Mod key
* @CLUTTER_MOD3_MASK: Mask applied by the third Mod key
* @CLUTTER_MOD4_MASK: Mask applied by the fourth Mod key
* @CLUTTER_MOD5_MASK: Mask applied by the fifth Mod key
* @CLUTTER_BUTTON1_MASK: Mask applied by the first pointer button
* @CLUTTER_BUTTON2_MASK: Mask applied by the second pointer button
* @CLUTTER_BUTTON3_MASK: Mask applied by the third pointer button
* @CLUTTER_BUTTON4_MASK: Mask applied by the fourth pointer button
* @CLUTTER_BUTTON5_MASK: Mask applied by the fifth pointer button
* @CLUTTER_SUPER_MASK: Mask applied by the Super key
* @CLUTTER_HYPER_MASK: Mask applied by the Hyper key
* @CLUTTER_META_MASK: Mask applied by the Meta key
* @CLUTTER_RELEASE_MASK: Mask applied during release
* @CLUTTER_MODIFIER_MASK: A mask covering all modifier types
*
* Masks applied to a #ClutterEvent by modifiers.
*
* Note that Clutter may add internal values to events which include
* reserved values such as %CLUTTER_MODIFIER_RESERVED_13_MASK. Your code
* should preserve and ignore them. You can use %CLUTTER_MODIFIER_MASK to
* remove all reserved values.
*
*
*/
typedef enum {
CLUTTER_SHIFT_MASK = 1 << 0,
CLUTTER_LOCK_MASK = 1 << 1,
CLUTTER_CONTROL_MASK = 1 << 2,
CLUTTER_MOD1_MASK = 1 << 3,
CLUTTER_MOD2_MASK = 1 << 4,
CLUTTER_MOD3_MASK = 1 << 5,
CLUTTER_MOD4_MASK = 1 << 6,
CLUTTER_MOD5_MASK = 1 << 7,
CLUTTER_BUTTON1_MASK = 1 << 8,
CLUTTER_BUTTON2_MASK = 1 << 9,
CLUTTER_BUTTON3_MASK = 1 << 10,
CLUTTER_BUTTON4_MASK = 1 << 11,
CLUTTER_BUTTON5_MASK = 1 << 12,
#ifndef __GTK_DOC_IGNORE__
CLUTTER_MODIFIER_RESERVED_13_MASK = 1 << 13,
CLUTTER_MODIFIER_RESERVED_14_MASK = 1 << 14,
CLUTTER_MODIFIER_RESERVED_15_MASK = 1 << 15,
CLUTTER_MODIFIER_RESERVED_16_MASK = 1 << 16,
CLUTTER_MODIFIER_RESERVED_17_MASK = 1 << 17,
CLUTTER_MODIFIER_RESERVED_18_MASK = 1 << 18,
CLUTTER_MODIFIER_RESERVED_19_MASK = 1 << 19,
CLUTTER_MODIFIER_RESERVED_20_MASK = 1 << 20,
CLUTTER_MODIFIER_RESERVED_21_MASK = 1 << 21,
CLUTTER_MODIFIER_RESERVED_22_MASK = 1 << 22,
CLUTTER_MODIFIER_RESERVED_23_MASK = 1 << 23,
CLUTTER_MODIFIER_RESERVED_24_MASK = 1 << 24,
CLUTTER_MODIFIER_RESERVED_25_MASK = 1 << 25,
#endif
CLUTTER_SUPER_MASK = 1 << 26,
CLUTTER_HYPER_MASK = 1 << 27,
CLUTTER_META_MASK = 1 << 28,
#ifndef __GTK_DOC_IGNORE__
CLUTTER_MODIFIER_RESERVED_29_MASK = 1 << 29,
#endif
CLUTTER_RELEASE_MASK = 1 << 30,
/* Combination of CLUTTER_SHIFT_MASK..CLUTTER_BUTTON5_MASK + CLUTTER_SUPER_MASK
+ CLUTTER_HYPER_MASK + CLUTTER_META_MASK + CLUTTER_RELEASE_MASK */
CLUTTER_MODIFIER_MASK = 0x5c001fff
} ClutterModifierType;
/**
* ClutterActorFlags:
* @CLUTTER_ACTOR_MAPPED: the actor will be painted (is visible, and inside
* a toplevel, and all parents visible)
* @CLUTTER_ACTOR_REALIZED: the resources associated to the actor have been
* allocated
* @CLUTTER_ACTOR_REACTIVE: the actor 'reacts' to mouse events emmitting event
* signals
* @CLUTTER_ACTOR_VISIBLE: the actor has been shown by the application program
* @CLUTTER_ACTOR_NO_LAYOUT: the actor provides an explicit layout management
* policy for its children; this flag will prevent Clutter from automatic
* queueing of relayout and will defer all layouting to the actor itself
*
* Flags used to signal the state of an actor.
*/
typedef enum { /*< prefix=CLUTTER_ACTOR >*/
CLUTTER_ACTOR_MAPPED = 1 << 1,
CLUTTER_ACTOR_REALIZED = 1 << 2,
CLUTTER_ACTOR_REACTIVE = 1 << 3,
CLUTTER_ACTOR_VISIBLE = 1 << 4,
CLUTTER_ACTOR_NO_LAYOUT = 1 << 5
} ClutterActorFlags;
/**
* ClutterOffscreenRedirect:
* @CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY: Only redirect
* the actor if it is semi-transparent and its has_overlaps()
* virtual returns %TRUE. This is the default.
* @CLUTTER_OFFSCREEN_REDIRECT_ALWAYS: Always redirect the actor to an
* offscreen buffer even if it is fully opaque.
*
* Possible flags to pass to clutter_actor_set_offscreen_redirect().
*
*
*/
typedef enum { /*< prefix=CLUTTER_OFFSCREEN_REDIRECT >*/
CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY = 1<<0,
CLUTTER_OFFSCREEN_REDIRECT_ALWAYS = 1<<1
} ClutterOffscreenRedirect;
/**
* ClutterAllocationFlags:
* @CLUTTER_ALLOCATION_NONE: No flag set
* @CLUTTER_ABSOLUTE_ORIGIN_CHANGED: Whether the absolute origin of the
* actor has changed; this implies that any ancestor of the actor has
* been moved.
* @CLUTTER_DELEGATE_LAYOUT: Whether the allocation should be delegated
* to the #ClutterLayoutManager instance stored inside the
* #ClutterActor:layout-manager property of #ClutterActor. This flag
* should only be used if you are subclassing #ClutterActor and
* overriding the #ClutterActorClass.allocate() virtual function, but
* you wish to use the default implementation of the virtual function
* inside #ClutterActor. Added in Clutter 1.10.
*
* Flags passed to the #ClutterActorClass.allocate() virtual function
* and to the clutter_actor_allocate() function.
*
*
*/
typedef enum {
CLUTTER_ALLOCATION_NONE = 0,
CLUTTER_ABSOLUTE_ORIGIN_CHANGED = 1 << 1,
CLUTTER_DELEGATE_LAYOUT = 1 << 2
} ClutterAllocationFlags;
/**
* ClutterAlignAxis:
* @CLUTTER_ALIGN_X_AXIS: Maintain the alignment on the X axis
* @CLUTTER_ALIGN_Y_AXIS: Maintain the alignment on the Y axis
* @CLUTTER_ALIGN_BOTH: Maintain the alignment on both the X and Y axis
*
* Specifies the axis on which #ClutterAlignConstraint should maintain
* the alignment.
*
*
*/
typedef enum { /*< prefix=CLUTTER_ALIGN >*/
CLUTTER_ALIGN_X_AXIS,
CLUTTER_ALIGN_Y_AXIS,
CLUTTER_ALIGN_BOTH
} ClutterAlignAxis;
/**
* ClutterBindCoordinate:
* @CLUTTER_BIND_X: Bind the X coordinate
* @CLUTTER_BIND_Y: Bind the Y coordinate
* @CLUTTER_BIND_WIDTH: Bind the width
* @CLUTTER_BIND_HEIGHT: Bind the height
* @CLUTTER_BIND_POSITION: Equivalent to to %CLUTTER_BIND_X and
* %CLUTTER_BIND_Y (added in Clutter 1.6)
* @CLUTTER_BIND_SIZE: Equivalent to %CLUTTER_BIND_WIDTH and
* %CLUTTER_BIND_HEIGHT (added in Clutter 1.6)
* @CLUTTER_BIND_ALL: Equivalent to %CLUTTER_BIND_POSITION and
* %CLUTTER_BIND_SIZE (added in Clutter 1.10)
*
* Specifies which property should be used in a binding
*
*
*/
typedef enum { /*< prefix=CLUTTER_BIND >*/
CLUTTER_BIND_X,
CLUTTER_BIND_Y,
CLUTTER_BIND_WIDTH,
CLUTTER_BIND_HEIGHT,
CLUTTER_BIND_POSITION,
CLUTTER_BIND_SIZE,
CLUTTER_BIND_ALL
} ClutterBindCoordinate;
/**
* ClutterEffectPaintFlags:
* @CLUTTER_EFFECT_PAINT_ACTOR_DIRTY: The actor or one of its children
* has queued a redraw before this paint. This implies that the effect
* should call clutter_actor_continue_paint() to chain to the next
* effect and can not cache any results from a previous paint.
*
* Flags passed to the paint or pick method of #ClutterEffect.
*/
typedef enum { /*< prefix=CLUTTER_EFFECT_PAINT >*/
CLUTTER_EFFECT_PAINT_ACTOR_DIRTY = (1 << 0)
} ClutterEffectPaintFlags;
/**
* ClutterLongPressState:
* @CLUTTER_LONG_PRESS_QUERY: Queries the action whether it supports
* long presses
* @CLUTTER_LONG_PRESS_ACTIVATE: Activates the action on a long press
* @CLUTTER_LONG_PRESS_CANCEL: The long press was cancelled
*
* The states for the #ClutterClickAction::long-press signal.
*
*
*/
typedef enum { /*< prefix=CLUTTER_LONG_PRESS >*/
CLUTTER_LONG_PRESS_QUERY,
CLUTTER_LONG_PRESS_ACTIVATE,
CLUTTER_LONG_PRESS_CANCEL
} ClutterLongPressState;
/**
* ClutterStaticColor:
* @CLUTTER_COLOR_WHITE: White color (ffffffff)
* @CLUTTER_COLOR_BLACK: Black color (000000ff)
* @CLUTTER_COLOR_RED: Red color (ff0000ff)
* @CLUTTER_COLOR_DARK_RED: Dark red color (800000ff)
* @CLUTTER_COLOR_GREEN: Green color (00ff00ff)
* @CLUTTER_COLOR_DARK_GREEN: Dark green color (008000ff)
* @CLUTTER_COLOR_BLUE: Blue color (0000ffff)
* @CLUTTER_COLOR_DARK_BLUE: Dark blue color (000080ff)
* @CLUTTER_COLOR_CYAN: Cyan color (00ffffff)
* @CLUTTER_COLOR_DARK_CYAN: Dark cyan color (008080ff)
* @CLUTTER_COLOR_MAGENTA: Magenta color (ff00ffff)
* @CLUTTER_COLOR_DARK_MAGENTA: Dark magenta color (800080ff)
* @CLUTTER_COLOR_YELLOW: Yellow color (ffff00ff)
* @CLUTTER_COLOR_DARK_YELLOW: Dark yellow color (808000ff)
* @CLUTTER_COLOR_GRAY: Gray color (a0a0a4ff)
* @CLUTTER_COLOR_DARK_GRAY: Dark Gray color (808080ff)
* @CLUTTER_COLOR_LIGHT_GRAY: Light gray color (c0c0c0ff)
* @CLUTTER_COLOR_BUTTER: Butter color (edd400ff)
* @CLUTTER_COLOR_BUTTER_LIGHT: Light butter color (fce94fff)
* @CLUTTER_COLOR_BUTTER_DARK: Dark butter color (c4a000ff)
* @CLUTTER_COLOR_ORANGE: Orange color (f57900ff)
* @CLUTTER_COLOR_ORANGE_LIGHT: Light orange color (fcaf3fff)
* @CLUTTER_COLOR_ORANGE_DARK: Dark orange color (ce5c00ff)
* @CLUTTER_COLOR_CHOCOLATE: Chocolate color (c17d11ff)
* @CLUTTER_COLOR_CHOCOLATE_LIGHT: Light chocolate color (e9b96eff)
* @CLUTTER_COLOR_CHOCOLATE_DARK: Dark chocolate color (8f5902ff)
* @CLUTTER_COLOR_CHAMELEON: Chameleon color (73d216ff)
* @CLUTTER_COLOR_CHAMELEON_LIGHT: Light chameleon color (8ae234ff)
* @CLUTTER_COLOR_CHAMELEON_DARK: Dark chameleon color (4e9a06ff)
* @CLUTTER_COLOR_SKY_BLUE: Sky color (3465a4ff)
* @CLUTTER_COLOR_SKY_BLUE_LIGHT: Light sky color (729fcfff)
* @CLUTTER_COLOR_SKY_BLUE_DARK: Dark sky color (204a87ff)
* @CLUTTER_COLOR_PLUM: Plum color (75507bff)
* @CLUTTER_COLOR_PLUM_LIGHT: Light plum color (ad7fa8ff)
* @CLUTTER_COLOR_PLUM_DARK: Dark plum color (5c3566ff)
* @CLUTTER_COLOR_SCARLET_RED: Scarlet red color (cc0000ff)
* @CLUTTER_COLOR_SCARLET_RED_LIGHT: Light scarlet red color (ef2929ff)
* @CLUTTER_COLOR_SCARLET_RED_DARK: Dark scarlet red color (a40000ff)
* @CLUTTER_COLOR_ALUMINIUM_1: Aluminium, first variant (eeeeecff)
* @CLUTTER_COLOR_ALUMINIUM_2: Aluminium, second variant (d3d7cfff)
* @CLUTTER_COLOR_ALUMINIUM_3: Aluminium, third variant (babdb6ff)
* @CLUTTER_COLOR_ALUMINIUM_4: Aluminium, fourth variant (888a85ff)
* @CLUTTER_COLOR_ALUMINIUM_5: Aluminium, fifth variant (555753ff)
* @CLUTTER_COLOR_ALUMINIUM_6: Aluminium, sixth variant (2e3436ff)
* @CLUTTER_COLOR_TRANSPARENT: Transparent color (00000000)
*
* Named colors, for accessing global colors defined by Clutter
*
*
*/
typedef enum { /*< prefix=CLUTTER_COLOR >*/
/* CGA/EGA-like palette */
CLUTTER_COLOR_WHITE = 0,
CLUTTER_COLOR_BLACK,
CLUTTER_COLOR_RED,
CLUTTER_COLOR_DARK_RED,
CLUTTER_COLOR_GREEN,
CLUTTER_COLOR_DARK_GREEN,
CLUTTER_COLOR_BLUE,
CLUTTER_COLOR_DARK_BLUE,
CLUTTER_COLOR_CYAN,
CLUTTER_COLOR_DARK_CYAN,
CLUTTER_COLOR_MAGENTA,
CLUTTER_COLOR_DARK_MAGENTA,
CLUTTER_COLOR_YELLOW,
CLUTTER_COLOR_DARK_YELLOW,
CLUTTER_COLOR_GRAY,
CLUTTER_COLOR_DARK_GRAY,
CLUTTER_COLOR_LIGHT_GRAY,
/* Tango icon palette */
CLUTTER_COLOR_BUTTER,
CLUTTER_COLOR_BUTTER_LIGHT,
CLUTTER_COLOR_BUTTER_DARK,
CLUTTER_COLOR_ORANGE,
CLUTTER_COLOR_ORANGE_LIGHT,
CLUTTER_COLOR_ORANGE_DARK,
CLUTTER_COLOR_CHOCOLATE,
CLUTTER_COLOR_CHOCOLATE_LIGHT,
CLUTTER_COLOR_CHOCOLATE_DARK,
CLUTTER_COLOR_CHAMELEON,
CLUTTER_COLOR_CHAMELEON_LIGHT,
CLUTTER_COLOR_CHAMELEON_DARK,
CLUTTER_COLOR_SKY_BLUE,
CLUTTER_COLOR_SKY_BLUE_LIGHT,
CLUTTER_COLOR_SKY_BLUE_DARK,
CLUTTER_COLOR_PLUM,
CLUTTER_COLOR_PLUM_LIGHT,
CLUTTER_COLOR_PLUM_DARK,
CLUTTER_COLOR_SCARLET_RED,
CLUTTER_COLOR_SCARLET_RED_LIGHT,
CLUTTER_COLOR_SCARLET_RED_DARK,
CLUTTER_COLOR_ALUMINIUM_1,
CLUTTER_COLOR_ALUMINIUM_2,
CLUTTER_COLOR_ALUMINIUM_3,
CLUTTER_COLOR_ALUMINIUM_4,
CLUTTER_COLOR_ALUMINIUM_5,
CLUTTER_COLOR_ALUMINIUM_6,
/* Fully transparent black */
CLUTTER_COLOR_TRANSPARENT
} ClutterStaticColor;
/**
* ClutterDragAxis:
* @CLUTTER_DRAG_AXIS_NONE: No constraint
* @CLUTTER_DRAG_X_AXIS: Set a constraint on the X axis
* @CLUTTER_DRAG_Y_AXIS: Set a constraint on the Y axis
*
* The axis of the constraint that should be applied on the
* dragging action
*
*
*/
typedef enum { /*< prefix=CLUTTER_DRAG >*/
CLUTTER_DRAG_AXIS_NONE = 0,
CLUTTER_DRAG_X_AXIS,
CLUTTER_DRAG_Y_AXIS
} ClutterDragAxis;
/**
* ClutterEventFlags:
* @CLUTTER_EVENT_NONE: No flag set
* @CLUTTER_EVENT_FLAG_SYNTHETIC: Synthetic event
*
* Flags for the #ClutterEvent
*
*
*/
typedef enum { /*< flags prefix=CLUTTER_EVENT >*/
CLUTTER_EVENT_NONE = 0,
CLUTTER_EVENT_FLAG_SYNTHETIC = 1 << 0
} ClutterEventFlags;
/**
* ClutterEventType:
* @CLUTTER_NOTHING: Empty event
* @CLUTTER_KEY_PRESS: Key press event
* @CLUTTER_KEY_RELEASE: Key release event
* @CLUTTER_MOTION: Pointer motion event
* @CLUTTER_ENTER: Actor enter event
* @CLUTTER_LEAVE: Actor leave event
* @CLUTTER_BUTTON_PRESS: Pointer button press event
* @CLUTTER_BUTTON_RELEASE: Pointer button release event
* @CLUTTER_SCROLL: Pointer scroll event
* @CLUTTER_STAGE_STATE: Stage state change event
* @CLUTTER_DESTROY_NOTIFY: Destroy notification event
* @CLUTTER_CLIENT_MESSAGE: Client message event
* @CLUTTER_DELETE: Stage delete event
* @CLUTTER_TOUCH_BEGIN: A new touch event sequence has started;
* event added in 1.10
* @CLUTTER_TOUCH_UPDATE: A touch event sequence has been updated;
* event added in 1.10
* @CLUTTER_TOUCH_END: A touch event sequence has finished;
* event added in 1.10
* @CLUTTER_TOUCH_CANCEL: A touch event sequence has been canceled;
* event added in 1.10
* @CLUTTER_EVENT_LAST: Marks the end of the #ClutterEventType enumeration;
* added in 1.10
*
* Types of events.
*
*
*/
typedef enum { /*< prefix=CLUTTER >*/
CLUTTER_NOTHING = 0,
CLUTTER_KEY_PRESS,
CLUTTER_KEY_RELEASE,
CLUTTER_MOTION,
CLUTTER_ENTER,
CLUTTER_LEAVE,
CLUTTER_BUTTON_PRESS,
CLUTTER_BUTTON_RELEASE,
CLUTTER_SCROLL,
CLUTTER_STAGE_STATE,
CLUTTER_DESTROY_NOTIFY,
CLUTTER_CLIENT_MESSAGE,
CLUTTER_DELETE,
CLUTTER_TOUCH_BEGIN,
CLUTTER_TOUCH_UPDATE,
CLUTTER_TOUCH_END,
CLUTTER_TOUCH_CANCEL,
CLUTTER_EVENT_LAST /* helper */
} ClutterEventType;
/**
* ClutterScrollDirection:
* @CLUTTER_SCROLL_UP: Scroll up
* @CLUTTER_SCROLL_DOWN: Scroll down
* @CLUTTER_SCROLL_LEFT: Scroll left
* @CLUTTER_SCROLL_RIGHT: Scroll right
* @CLUTTER_SCROLL_SMOOTH: Precise scrolling delta (available in 1.10)
*
* Direction of a pointer scroll event.
*
* The %CLUTTER_SCROLL_SMOOTH value implies that the #ClutterScrollEvent
* has precise scrolling delta information.
*
*
*/
typedef enum { /*< prefix=CLUTTER_SCROLL >*/
CLUTTER_SCROLL_UP,
CLUTTER_SCROLL_DOWN,
CLUTTER_SCROLL_LEFT,
CLUTTER_SCROLL_RIGHT,
CLUTTER_SCROLL_SMOOTH
} ClutterScrollDirection;
/**
* ClutterStageState:
* @CLUTTER_STAGE_STATE_FULLSCREEN: Fullscreen mask
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* @CLUTTER_STAGE_STATE_OFFSCREEN: Offscreen mask (deprecated)
* @CLUTTER_STAGE_STATE_ACTIVATED: Activated mask
*
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* Stage state masks, used by the #ClutterEvent of type %CLUTTER_STAGE_STATE.
*
*
*/
typedef enum {
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CLUTTER_STAGE_STATE_FULLSCREEN = (1 << 1),
CLUTTER_STAGE_STATE_OFFSCREEN = (1 << 2),
CLUTTER_STAGE_STATE_ACTIVATED = (1 << 3)
} ClutterStageState;
/**
* ClutterFeatureFlags:
* @CLUTTER_FEATURE_TEXTURE_NPOT: Set if NPOTS textures supported.
* @CLUTTER_FEATURE_SYNC_TO_VBLANK: Set if vblank syncing supported.
* @CLUTTER_FEATURE_TEXTURE_YUV: Set if YUV based textures supported.
* @CLUTTER_FEATURE_TEXTURE_READ_PIXELS: Set if texture pixels can be read.
* @CLUTTER_FEATURE_STAGE_STATIC: Set if stage size if fixed (i.e framebuffer)
* @CLUTTER_FEATURE_STAGE_USER_RESIZE: Set if stage is able to be user resized.
* @CLUTTER_FEATURE_STAGE_CURSOR: Set if stage has a graphical cursor.
* @CLUTTER_FEATURE_SHADERS_GLSL: Set if the backend supports GLSL shaders.
* @CLUTTER_FEATURE_OFFSCREEN: Set if the backend supports offscreen rendering.
* @CLUTTER_FEATURE_STAGE_MULTIPLE: Set if multiple stages are supported.
* @CLUTTER_FEATURE_SWAP_EVENTS: Set if the GLX_INTEL_swap_event is supported.
*
* Runtime flags indicating specific features available via Clutter window
* sysytem and graphics backend.
*
*
*/
typedef enum
{
CLUTTER_FEATURE_TEXTURE_NPOT = (1 << 2),
CLUTTER_FEATURE_SYNC_TO_VBLANK = (1 << 3),
CLUTTER_FEATURE_TEXTURE_YUV = (1 << 4),
CLUTTER_FEATURE_TEXTURE_READ_PIXELS = (1 << 5),
CLUTTER_FEATURE_STAGE_STATIC = (1 << 6),
CLUTTER_FEATURE_STAGE_USER_RESIZE = (1 << 7),
CLUTTER_FEATURE_STAGE_CURSOR = (1 << 8),
CLUTTER_FEATURE_SHADERS_GLSL = (1 << 9),
CLUTTER_FEATURE_OFFSCREEN = (1 << 10),
CLUTTER_FEATURE_STAGE_MULTIPLE = (1 << 11),
CLUTTER_FEATURE_SWAP_EVENTS = (1 << 12)
} ClutterFeatureFlags;
/**
* ClutterFlowOrientation:
* @CLUTTER_FLOW_HORIZONTAL: Arrange the children of the flow layout
* horizontally first
* @CLUTTER_FLOW_VERTICAL: Arrange the children of the flow layout
* vertically first
*
* The direction of the arrangement of the children inside
* a #ClutterFlowLayout
*
*
*/
typedef enum { /*< prefix=CLUTTER_FLOW >*/
CLUTTER_FLOW_HORIZONTAL,
CLUTTER_FLOW_VERTICAL
} ClutterFlowOrientation;
/**
* ClutterInputDeviceType:
* @CLUTTER_POINTER_DEVICE: A pointer device
* @CLUTTER_KEYBOARD_DEVICE: A keyboard device
* @CLUTTER_EXTENSION_DEVICE: A generic extension device
* @CLUTTER_JOYSTICK_DEVICE: A joystick device
* @CLUTTER_TABLET_DEVICE: A tablet device
* @CLUTTER_TOUCHPAD_DEVICE: A touchpad device
* @CLUTTER_TOUCHSCREEN_DEVICE: A touch screen device
* @CLUTTER_PEN_DEVICE: A pen device
* @CLUTTER_ERASER_DEVICE: An eraser device
* @CLUTTER_CURSOR_DEVICE: A cursor device
* @CLUTTER_N_DEVICE_TYPES: The number of device types
*
* The types of input devices available.
*
* The #ClutterInputDeviceType enumeration can be extended at later
* date; not every platform supports every input device type.
*
*
*/
typedef enum {
CLUTTER_POINTER_DEVICE,
CLUTTER_KEYBOARD_DEVICE,
CLUTTER_EXTENSION_DEVICE,
CLUTTER_JOYSTICK_DEVICE,
CLUTTER_TABLET_DEVICE,
CLUTTER_TOUCHPAD_DEVICE,
CLUTTER_TOUCHSCREEN_DEVICE,
CLUTTER_PEN_DEVICE,
CLUTTER_ERASER_DEVICE,
CLUTTER_CURSOR_DEVICE,
CLUTTER_N_DEVICE_TYPES
} ClutterInputDeviceType;
/**
* ClutterInputMode:
* @CLUTTER_INPUT_MODE_MASTER: A master, virtual device
* @CLUTTER_INPUT_MODE_SLAVE: A slave, physical device, attached to
* a master device
* @CLUTTER_INPUT_MODE_FLOATING: A slave, physical device, not attached
* to a master device
*
* The mode for input devices available.
*
*
*/
typedef enum {
CLUTTER_INPUT_MODE_MASTER,
CLUTTER_INPUT_MODE_SLAVE,
CLUTTER_INPUT_MODE_FLOATING
} ClutterInputMode;
/**
* ClutterInputAxis:
* @CLUTTER_INPUT_AXIS_IGNORE: Unused axis
* @CLUTTER_INPUT_AXIS_X: The position on the X axis
* @CLUTTER_INPUT_AXIS_Y: The position of the Y axis
* @CLUTTER_INPUT_AXIS_PRESSURE: The pressure information
* @CLUTTER_INPUT_AXIS_XTILT: The tilt on the X axis
* @CLUTTER_INPUT_AXIS_YTILT: The tile on the Y axis
* @CLUTTER_INPUT_AXIS_WHEEL: A wheel
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* @CLUTTER_INPUT_AXIS_DISTANCE: Distance (Since 1.12)
* @CLUTTER_INPUT_AXIS_LAST: Last value of the enumeration; this value is
* useful when iterating over the enumeration values (Since 1.12)
*
* The type of axes Clutter recognizes on a #ClutterInputDevice
*
*
*/
typedef enum {
CLUTTER_INPUT_AXIS_IGNORE,
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CLUTTER_INPUT_AXIS_X,
CLUTTER_INPUT_AXIS_Y,
CLUTTER_INPUT_AXIS_PRESSURE,
CLUTTER_INPUT_AXIS_XTILT,
CLUTTER_INPUT_AXIS_YTILT,
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CLUTTER_INPUT_AXIS_WHEEL,
CLUTTER_INPUT_AXIS_DISTANCE,
CLUTTER_INPUT_AXIS_LAST
} ClutterInputAxis;
/**
* ClutterSnapEdge:
* @CLUTTER_SNAP_EDGE_TOP: the top edge
* @CLUTTER_SNAP_EDGE_RIGHT: the right edge
* @CLUTTER_SNAP_EDGE_BOTTOM: the bottom edge
* @CLUTTER_SNAP_EDGE_LEFT: the left edge
*
* The edge to snap
*
*
*/
typedef enum {
CLUTTER_SNAP_EDGE_TOP,
CLUTTER_SNAP_EDGE_RIGHT,
CLUTTER_SNAP_EDGE_BOTTOM,
CLUTTER_SNAP_EDGE_LEFT
} ClutterSnapEdge;
/**
* ClutterPickMode:
* @CLUTTER_PICK_NONE: Do not paint any actor
* @CLUTTER_PICK_REACTIVE: Paint only the reactive actors
* @CLUTTER_PICK_ALL: Paint all actors
*
* Controls the paint cycle of the scene graph when in pick mode
*
*
*/
typedef enum {
CLUTTER_PICK_NONE = 0,
CLUTTER_PICK_REACTIVE,
CLUTTER_PICK_ALL
} ClutterPickMode;
/**
* ClutterSwipeDirection:
* @CLUTTER_SWIPE_DIRECTION_UP: Upwards swipe gesture
* @CLUTTER_SWIPE_DIRECTION_DOWN: Downwards swipe gesture
* @CLUTTER_SWIPE_DIRECTION_LEFT: Leftwards swipe gesture
* @CLUTTER_SWIPE_DIRECTION_RIGHT: Rightwards swipe gesture
*
* The main direction of the swipe gesture
*
*
*/
typedef enum { /*< prefix=CLUTTER_SWIPE_DIRECTION >*/
CLUTTER_SWIPE_DIRECTION_UP = 1 << 0,
CLUTTER_SWIPE_DIRECTION_DOWN = 1 << 1,
CLUTTER_SWIPE_DIRECTION_LEFT = 1 << 2,
CLUTTER_SWIPE_DIRECTION_RIGHT = 1 << 3
} ClutterSwipeDirection;
/**
* ClutterPanAxis:
* @CLUTTER_PAN_AXIS_NONE: No constraint
* @CLUTTER_PAN_X_AXIS: Set a constraint on the X axis
* @CLUTTER_PAN_Y_AXIS: Set a constraint on the Y axis
*
* The axis of the constraint that should be applied on the
* panning action
*/
typedef enum { /*< prefix=CLUTTER_PAN >*/
CLUTTER_PAN_AXIS_NONE = 0,
CLUTTER_PAN_X_AXIS,
CLUTTER_PAN_Y_AXIS
} ClutterPanAxis;
/**
* ClutterTimelineDirection:
* @CLUTTER_TIMELINE_FORWARD: forward direction for a timeline
* @CLUTTER_TIMELINE_BACKWARD: backward direction for a timeline
*
* The direction of a #ClutterTimeline
*/
typedef enum {
CLUTTER_TIMELINE_FORWARD,
CLUTTER_TIMELINE_BACKWARD
} ClutterTimelineDirection;
/**
* ClutterUnitType:
* @CLUTTER_UNIT_PIXEL: Unit expressed in pixels (with subpixel precision)
* @CLUTTER_UNIT_EM: Unit expressed in em
* @CLUTTER_UNIT_MM: Unit expressed in millimeters
* @CLUTTER_UNIT_POINT: Unit expressed in points
* @CLUTTER_UNIT_CM: Unit expressed in centimeters
*
* The type of unit in which a value is expressed
*
* This enumeration might be expanded at later date
*/
typedef enum { /*< prefix=CLUTTER_UNIT >*/
CLUTTER_UNIT_PIXEL,
CLUTTER_UNIT_EM,
CLUTTER_UNIT_MM,
CLUTTER_UNIT_POINT,
CLUTTER_UNIT_CM
} ClutterUnitType;
#define CLUTTER_PATH_RELATIVE (32)
/**
* ClutterPathNodeType:
* @CLUTTER_PATH_MOVE_TO: jump to the given position
* @CLUTTER_PATH_LINE_TO: create a line from the last node to the
* given position
* @CLUTTER_PATH_CURVE_TO: bezier curve using the last position and
* three control points.
* @CLUTTER_PATH_CLOSE: create a line from the last node to the last
* %CLUTTER_PATH_MOVE_TO node.
* @CLUTTER_PATH_REL_MOVE_TO: same as %CLUTTER_PATH_MOVE_TO but with
* coordinates relative to the last node.
* @CLUTTER_PATH_REL_LINE_TO: same as %CLUTTER_PATH_LINE_TO but with
* coordinates relative to the last node.
* @CLUTTER_PATH_REL_CURVE_TO: same as %CLUTTER_PATH_CURVE_TO but with
* coordinates relative to the last node.
*
* Types of nodes in a #ClutterPath.
*/
typedef enum {
CLUTTER_PATH_MOVE_TO = 0,
CLUTTER_PATH_LINE_TO = 1,
CLUTTER_PATH_CURVE_TO = 2,
CLUTTER_PATH_CLOSE = 3,
CLUTTER_PATH_REL_MOVE_TO = CLUTTER_PATH_MOVE_TO | CLUTTER_PATH_RELATIVE,
CLUTTER_PATH_REL_LINE_TO = CLUTTER_PATH_LINE_TO | CLUTTER_PATH_RELATIVE,
CLUTTER_PATH_REL_CURVE_TO = CLUTTER_PATH_CURVE_TO | CLUTTER_PATH_RELATIVE
} ClutterPathNodeType;
/**
* ClutterActorAlign:
* @CLUTTER_ACTOR_ALIGN_FILL: Stretch to cover the whole allocated space
* @CLUTTER_ACTOR_ALIGN_START: Snap to left or top side, leaving space
* to the right or bottom. For horizontal layouts, in right-to-left
* locales this should be reversed.
* @CLUTTER_ACTOR_ALIGN_CENTER: Center the actor inside the allocation
* @CLUTTER_ACTOR_ALIGN_END: Snap to right or bottom side, leaving space
* to the left or top. For horizontal layouts, in right-to-left locales
* this should be reversed.
*
* Controls how a #ClutterActor should align itself inside the extra space
* assigned to it during the allocation.
*
* Alignment only matters if the allocated space given to an actor is
* bigger than its natural size; for example, when the #ClutterActor:x-expand
* or the #ClutterActor:y-expand properties of #ClutterActor are set to %TRUE.
*
*
*/
typedef enum {
CLUTTER_ACTOR_ALIGN_FILL,
CLUTTER_ACTOR_ALIGN_START,
CLUTTER_ACTOR_ALIGN_CENTER,
CLUTTER_ACTOR_ALIGN_END
} ClutterActorAlign;
/**
* ClutterRepaintFlags:
* @CLUTTER_REPAINT_FLAGS_PRE_PAINT: Run the repaint function prior to
* painting the stages
* @CLUTTER_REPAINT_FLAGS_POST_PAINT: Run the repaint function after
* painting the stages
* @CLUTTER_REPAINT_FLAGS_QUEUE_REDRAW_ON_ADD: Ensure that a new frame
* is queued after adding the repaint function
*
* Flags to pass to clutter_threads_add_repaint_func_full().
*
*
*/
typedef enum {
CLUTTER_REPAINT_FLAGS_PRE_PAINT = 1 << 0,
CLUTTER_REPAINT_FLAGS_POST_PAINT = 1 << 1,
CLUTTER_REPAINT_FLAGS_QUEUE_REDRAW_ON_ADD = 1 << 2
} ClutterRepaintFlags;
/**
* ClutterContentGravity:
* @CLUTTER_CONTENT_GRAVITY_TOP_LEFT: Align the content to the top left corner
* @CLUTTER_CONTENT_GRAVITY_TOP: Align the content to the top edge
* @CLUTTER_CONTENT_GRAVITY_TOP_RIGHT: Align the content to the top right corner
* @CLUTTER_CONTENT_GRAVITY_LEFT: Align the content to the left edge
* @CLUTTER_CONTENT_GRAVITY_CENTER: Align the content to the center
* @CLUTTER_CONTENT_GRAVITY_RIGHT: Align the content to the right edge
* @CLUTTER_CONTENT_GRAVITY_BOTTOM_LEFT: Align the content to the bottom left corner
* @CLUTTER_CONTENT_GRAVITY_BOTTOM: Align the content to the bottom edge
* @CLUTTER_CONTENT_GRAVITY_BOTTOM_RIGHT: Align the content to the bottom right corner
* @CLUTTER_CONTENT_GRAVITY_RESIZE_FILL: Resize the content to fill the allocation
* @CLUTTER_CONTENT_GRAVITY_RESIZE_ASPECT: Resize the content to remain within the
* allocation, while maintaining the aspect ratio
*
* Controls the alignment of the #ClutterContent inside a #ClutterActor.
*
*
*/
typedef enum {
CLUTTER_CONTENT_GRAVITY_TOP_LEFT,
CLUTTER_CONTENT_GRAVITY_TOP,
CLUTTER_CONTENT_GRAVITY_TOP_RIGHT,
CLUTTER_CONTENT_GRAVITY_LEFT,
CLUTTER_CONTENT_GRAVITY_CENTER,
CLUTTER_CONTENT_GRAVITY_RIGHT,
CLUTTER_CONTENT_GRAVITY_BOTTOM_LEFT,
CLUTTER_CONTENT_GRAVITY_BOTTOM,
CLUTTER_CONTENT_GRAVITY_BOTTOM_RIGHT,
CLUTTER_CONTENT_GRAVITY_RESIZE_FILL,
CLUTTER_CONTENT_GRAVITY_RESIZE_ASPECT
} ClutterContentGravity;
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/**
* ClutterScalingFilter:
* @CLUTTER_SCALING_FILTER_LINEAR: Linear interpolation filter
* @CLUTTER_SCALING_FILTER_NEAREST: Nearest neighbor interpolation filter
2012-03-16 12:05:11 +00:00
* @CLUTTER_SCALING_FILTER_TRILINEAR: Trilinear minification filter, with
* mipmap generation; this filter linearly interpolates on every axis,
* as well as between mipmap levels.
2012-03-09 17:11:19 +00:00
*
* The scaling filters to be used with the #ClutterActor:minification-filter
* and #ClutterActor:magnification-filter properties.
*
*
2012-03-09 17:11:19 +00:00
*/
typedef enum {
CLUTTER_SCALING_FILTER_LINEAR,
CLUTTER_SCALING_FILTER_NEAREST,
2012-03-16 12:05:11 +00:00
CLUTTER_SCALING_FILTER_TRILINEAR
} ClutterScalingFilter;
/**
* ClutterOrientation:
* @CLUTTER_ORIENTATION_HORIZONTAL: An horizontal orientation
* @CLUTTER_ORIENTATION_VERTICAL: A vertical orientation
*
* Represents the orientation of actors or layout managers.
*
*
*/
typedef enum {
CLUTTER_ORIENTATION_HORIZONTAL,
CLUTTER_ORIENTATION_VERTICAL
} ClutterOrientation;
/**
* ClutterScrollMode:
* @CLUTTER_SCROLL_NONE: Ignore scrolling
* @CLUTTER_SCROLL_HORIZONTALLY: Scroll only horizontally
* @CLUTTER_SCROLL_VERTICALLY: Scroll only vertically
* @CLUTTER_SCROLL_BOTH: Scroll in both directions
*
* Scroll modes.
*
*
*/
typedef enum { /*< prefix=CLUTTER_SCROLL >*/
CLUTTER_SCROLL_NONE = 0,
CLUTTER_SCROLL_HORIZONTALLY = 1 << 0,
CLUTTER_SCROLL_VERTICALLY = 1 << 1,
CLUTTER_SCROLL_BOTH = CLUTTER_SCROLL_HORIZONTALLY | CLUTTER_SCROLL_VERTICALLY
} ClutterScrollMode;
/**
* ClutterGridPosition:
* @CLUTTER_GRID_POSITION_LEFT: left position
* @CLUTTER_GRID_POSITION_RIGHT: right position
* @CLUTTER_GRID_POSITION_TOP: top position
* @CLUTTER_GRID_POSITION_BOTTOM: bottom position
*
* Grid position modes.
*
*
*/
typedef enum {
CLUTTER_GRID_POSITION_LEFT,
CLUTTER_GRID_POSITION_RIGHT,
CLUTTER_GRID_POSITION_TOP,
CLUTTER_GRID_POSITION_BOTTOM
} ClutterGridPosition;
/**
* ClutterContentRepeat:
* @CLUTTER_REPEAT_NONE: No repeat
* @CLUTTER_REPEAT_X_AXIS: Repeat the content on the X axis
* @CLUTTER_REPEAT_Y_AXIS: Repeat the content on the Y axis
* @CLUTTER_REPEAT_BOTH: Repeat the content on both axis
*
* Content repeat modes.
*
*
*/
typedef enum {
CLUTTER_REPEAT_NONE = 0,
CLUTTER_REPEAT_X_AXIS = 1 << 0,
CLUTTER_REPEAT_Y_AXIS = 1 << 1,
CLUTTER_REPEAT_BOTH = CLUTTER_REPEAT_X_AXIS | CLUTTER_REPEAT_Y_AXIS
} ClutterContentRepeat;
/**
* ClutterStepMode:
* @CLUTTER_STEP_MODE_START: The change in the value of a
* %CLUTTER_STEP progress mode should occur at the start of
* the transition
* @CLUTTER_STEP_MODE_END: The change in the value of a
* %CLUTTER_STEP progress mode should occur at the end of
* the transition
*
* Change the value transition of a step function.
*
* See clutter_timeline_set_step_progress().
*
*
*/
typedef enum {
CLUTTER_STEP_MODE_START,
CLUTTER_STEP_MODE_END
} ClutterStepMode;
/**
* ClutterZoomAxis:
* @CLUTTER_ZOOM_X_AXIS: Scale only on the X axis
* @CLUTTER_ZOOM_Y_AXIS: Scale only on the Y axis
* @CLUTTER_ZOOM_BOTH: Scale on both axis
*
* The axis of the constraint that should be applied by the
* zooming action.
*
*
*/
typedef enum { /*< prefix=CLUTTER_ZOOM >*/
CLUTTER_ZOOM_X_AXIS,
CLUTTER_ZOOM_Y_AXIS,
CLUTTER_ZOOM_BOTH
} ClutterZoomAxis;
G_END_DECLS
#endif /* __CLUTTER_ENUMS_H__ */