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

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/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* 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_TYPES_H__
#define __CLUTTER_TYPES_H__
#include <cairo.h>
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#include <clutter/clutter-macros.h>
#include <clutter/clutter-enums.h>
G_BEGIN_DECLS
#define CLUTTER_TYPE_ACTOR_BOX (clutter_actor_box_get_type ())
#define CLUTTER_TYPE_FOG (clutter_fog_get_type ())
#define CLUTTER_TYPE_GEOMETRY (clutter_geometry_get_type ())
#define CLUTTER_TYPE_KNOT (clutter_knot_get_type ())
#define CLUTTER_TYPE_MARGIN (clutter_margin_get_type ())
#define CLUTTER_TYPE_PAINT_VOLUME (clutter_paint_volume_get_type ())
#define CLUTTER_TYPE_PERSPECTIVE (clutter_perspective_get_type ())
#define CLUTTER_TYPE_VERTEX (clutter_vertex_get_type ())
typedef struct _ClutterActor ClutterActor;
typedef struct _ClutterStage ClutterStage;
typedef struct _ClutterContainer ClutterContainer; /* dummy */
typedef struct _ClutterChildMeta ClutterChildMeta;
typedef struct _ClutterLayoutMeta ClutterLayoutMeta;
typedef struct _ClutterActorMeta ClutterActorMeta;
typedef struct _ClutterLayoutManager ClutterLayoutManager;
typedef struct _ClutterActorIter ClutterActorIter;
typedef struct _ClutterPaintNode ClutterPaintNode;
typedef struct _ClutterContent ClutterContent; /* dummy */
typedef struct _ClutterAlpha ClutterAlpha;
typedef struct _ClutterAnimatable ClutterAnimatable; /* dummy */
typedef struct _ClutterAnimator ClutterAnimator;
typedef struct _ClutterInterval ClutterInterval;
typedef struct _ClutterState ClutterState;
typedef struct _ClutterTimeline ClutterTimeline;
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typedef struct _ClutterTransition ClutterTransition;
typedef struct _ClutterPropertyTransition ClutterPropertyTransition;
typedef struct _ClutterAction ClutterAction;
typedef struct _ClutterConstraint ClutterConstraint;
typedef struct _ClutterEffect ClutterEffect;
typedef struct _ClutterPath ClutterPath;
typedef struct _ClutterActorBox ClutterActorBox;
typedef struct _ClutterColor ClutterColor;
typedef struct _ClutterFog ClutterFog;
typedef struct _ClutterGeometry ClutterGeometry;
typedef struct _ClutterKnot ClutterKnot;
typedef struct _ClutterMargin ClutterMargin;
typedef struct _ClutterPerspective ClutterPerspective;
typedef struct _ClutterVertex ClutterVertex;
paint volumes: another pass at the design This is a fairly extensive second pass at exposing paint volumes for actors. The API has changed to allow clutter_actor_get_paint_volume to fail since there are times - such as when an actor isn't a descendent of the stage - when the volume can't be determined. Another example is when something has connected to the "paint" signal of the actor and we simply have no way of knowing what might be drawn in that handler. The API has also be changed to return a const ClutterPaintVolume pointer (transfer none) so we can avoid having to dynamically allocate the volumes in the most common/performance critical code paths. Profiling was showing the slice allocation of volumes taking about 1% of an apps time, for some fairly basic tests. Most volumes can now simply be allocated on the stack; for clutter_actor_get_paint_volume we return a pointer to &priv->paint_volume and if we need a more dynamic allocation there is now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets us allocate data which expires at the start of the next frame. The API has been extended to make it easier to implement get_paint_volume for containers by using clutter_actor_get_transformed_paint_volume and clutter_paint_volume_union. The first allows you to query the paint volume of a child but transformed into parent actor coordinates. The second lets you combine volumes together so you can union all the volumes for a container's children and report that as the container's own volume. The representation of paint volumes has been updated to consider that 2D actors are the most common. The effect apis, clutter-texture and clutter-group have been update accordingly.
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typedef struct _ClutterBehaviour ClutterBehaviour;
typedef struct _ClutterShader ClutterShader;
typedef union _ClutterEvent ClutterEvent;
paint volumes: another pass at the design This is a fairly extensive second pass at exposing paint volumes for actors. The API has changed to allow clutter_actor_get_paint_volume to fail since there are times - such as when an actor isn't a descendent of the stage - when the volume can't be determined. Another example is when something has connected to the "paint" signal of the actor and we simply have no way of knowing what might be drawn in that handler. The API has also be changed to return a const ClutterPaintVolume pointer (transfer none) so we can avoid having to dynamically allocate the volumes in the most common/performance critical code paths. Profiling was showing the slice allocation of volumes taking about 1% of an apps time, for some fairly basic tests. Most volumes can now simply be allocated on the stack; for clutter_actor_get_paint_volume we return a pointer to &priv->paint_volume and if we need a more dynamic allocation there is now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets us allocate data which expires at the start of the next frame. The API has been extended to make it easier to implement get_paint_volume for containers by using clutter_actor_get_transformed_paint_volume and clutter_paint_volume_union. The first allows you to query the paint volume of a child but transformed into parent actor coordinates. The second lets you combine volumes together so you can union all the volumes for a container's children and report that as the container's own volume. The representation of paint volumes has been updated to consider that 2D actors are the most common. The effect apis, clutter-texture and clutter-group have been update accordingly.
2010-09-07 17:04:19 +00:00
/**
* ClutterPaintVolume:
*
* <structname>ClutterPaintVolume</structname> is an opaque structure
* whose members cannot be directly accessed.
*
* A <structname>ClutterPaintVolume</structname> represents an
* a bounding volume whose internal representation isn't defined but
paint volumes: another pass at the design This is a fairly extensive second pass at exposing paint volumes for actors. The API has changed to allow clutter_actor_get_paint_volume to fail since there are times - such as when an actor isn't a descendent of the stage - when the volume can't be determined. Another example is when something has connected to the "paint" signal of the actor and we simply have no way of knowing what might be drawn in that handler. The API has also be changed to return a const ClutterPaintVolume pointer (transfer none) so we can avoid having to dynamically allocate the volumes in the most common/performance critical code paths. Profiling was showing the slice allocation of volumes taking about 1% of an apps time, for some fairly basic tests. Most volumes can now simply be allocated on the stack; for clutter_actor_get_paint_volume we return a pointer to &priv->paint_volume and if we need a more dynamic allocation there is now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets us allocate data which expires at the start of the next frame. The API has been extended to make it easier to implement get_paint_volume for containers by using clutter_actor_get_transformed_paint_volume and clutter_paint_volume_union. The first allows you to query the paint volume of a child but transformed into parent actor coordinates. The second lets you combine volumes together so you can union all the volumes for a container's children and report that as the container's own volume. The representation of paint volumes has been updated to consider that 2D actors are the most common. The effect apis, clutter-texture and clutter-group have been update accordingly.
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* can be set and queried in terms of an axis aligned bounding box.
*
* A <structname>ClutterPaintVolume</structname> for a #ClutterActor
* is defined to be relative from the current actor modelview matrix.
*
paint volumes: another pass at the design This is a fairly extensive second pass at exposing paint volumes for actors. The API has changed to allow clutter_actor_get_paint_volume to fail since there are times - such as when an actor isn't a descendent of the stage - when the volume can't be determined. Another example is when something has connected to the "paint" signal of the actor and we simply have no way of knowing what might be drawn in that handler. The API has also be changed to return a const ClutterPaintVolume pointer (transfer none) so we can avoid having to dynamically allocate the volumes in the most common/performance critical code paths. Profiling was showing the slice allocation of volumes taking about 1% of an apps time, for some fairly basic tests. Most volumes can now simply be allocated on the stack; for clutter_actor_get_paint_volume we return a pointer to &priv->paint_volume and if we need a more dynamic allocation there is now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets us allocate data which expires at the start of the next frame. The API has been extended to make it easier to implement get_paint_volume for containers by using clutter_actor_get_transformed_paint_volume and clutter_paint_volume_union. The first allows you to query the paint volume of a child but transformed into parent actor coordinates. The second lets you combine volumes together so you can union all the volumes for a container's children and report that as the container's own volume. The representation of paint volumes has been updated to consider that 2D actors are the most common. The effect apis, clutter-texture and clutter-group have been update accordingly.
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* Other internal representation and methods for describing the
* bounding volume may be added in the future.
*
* Since: 1.4
*/
typedef struct _ClutterPaintVolume ClutterPaintVolume;
/**
* ClutterVertex:
* @x: X coordinate of the vertex
* @y: Y coordinate of the vertex
* @z: Z coordinate of the vertex
*
* Vertex of an actor in 3D space, expressed in pixels
*
* Since: 0.4
*/
struct _ClutterVertex
{
gfloat x;
gfloat y;
gfloat z;
};
/**
* CLUTTER_VERTEX_INIT:
* @x: the X coordinate of the vertex
* @y: the Y coordinate of the vertex
* @z: the Z coordinate of the vertex
*
* A simple macro for initializing a #ClutterVertex when declaring it, e.g.:
*
* |[
* ClutterVertext v = CLUTTER_VERTEX_INIT (x, y, z);
* ]|
*
* Since: 1.10
*/
#define CLUTTER_VERTEX_INIT(x,y,z) { (x), (y), (z) }
GType clutter_vertex_get_type (void) G_GNUC_CONST;
ClutterVertex *clutter_vertex_new (gfloat x,
gfloat y,
gfloat z);
void clutter_vertex_init (ClutterVertex *vertex,
gfloat x,
gfloat y,
gfloat z);
ClutterVertex *clutter_vertex_copy (const ClutterVertex *vertex);
void clutter_vertex_free (ClutterVertex *vertex);
gboolean clutter_vertex_equal (const ClutterVertex *vertex_a,
const ClutterVertex *vertex_b);
/**
* ClutterActorBox:
* @x1: X coordinate of the top left corner
* @y1: Y coordinate of the top left corner
* @x2: X coordinate of the bottom right corner
* @y2: Y coordinate of the bottom right corner
*
* Bounding box of an actor. The coordinates of the top left and right bottom
* corners of an actor. The coordinates of the two points are expressed in
* pixels with sub-pixel precision
*/
struct _ClutterActorBox
{
gfloat x1;
gfloat y1;
gfloat x2;
gfloat y2;
};
/**
* CLUTTER_ACTOR_BOX_INIT:
* @x_1: the X coordinate of the top left corner
* @y_1: the Y coordinate of the top left corner
* @x_2: the X coordinate of the bottom right corner
* @y_2: the Y coordinate of the bottom right corner
*
* A simple macro for initializing a #ClutterActorBox when declaring
* it, e.g.:
*
* |[
* ClutterActorBox box = CLUTTER_ACTOR_BOX_INIT (0, 0, 400, 600);
* ]|
*
* Since: 1.10
*/
#define CLUTTER_ACTOR_BOX_INIT(x_1,y_1,x_2,y_2) { (x_1), (y_1), (x_2), (y_2) }
GType clutter_actor_box_get_type (void) G_GNUC_CONST;
ClutterActorBox *clutter_actor_box_new (gfloat x_1,
gfloat y_1,
gfloat x_2,
gfloat y_2);
void clutter_actor_box_init (ClutterActorBox *box,
gfloat x_1,
gfloat y_1,
gfloat x_2,
gfloat y_2);
void clutter_actor_box_init_rect (ClutterActorBox *box,
gfloat x,
gfloat y,
gfloat width,
gfloat height);
ClutterActorBox *clutter_actor_box_copy (const ClutterActorBox *box);
void clutter_actor_box_free (ClutterActorBox *box);
gboolean clutter_actor_box_equal (const ClutterActorBox *box_a,
const ClutterActorBox *box_b);
gfloat clutter_actor_box_get_x (const ClutterActorBox *box);
gfloat clutter_actor_box_get_y (const ClutterActorBox *box);
gfloat clutter_actor_box_get_width (const ClutterActorBox *box);
gfloat clutter_actor_box_get_height (const ClutterActorBox *box);
void clutter_actor_box_get_origin (const ClutterActorBox *box,
gfloat *x,
gfloat *y);
void clutter_actor_box_get_size (const ClutterActorBox *box,
gfloat *width,
gfloat *height);
gfloat clutter_actor_box_get_area (const ClutterActorBox *box);
gboolean clutter_actor_box_contains (const ClutterActorBox *box,
gfloat x,
gfloat y);
void clutter_actor_box_from_vertices (ClutterActorBox *box,
const ClutterVertex verts[]);
void clutter_actor_box_interpolate (const ClutterActorBox *initial,
const ClutterActorBox *final,
gdouble progress,
ClutterActorBox *result);
void clutter_actor_box_clamp_to_pixel (ClutterActorBox *box);
void clutter_actor_box_union (const ClutterActorBox *a,
const ClutterActorBox *b,
ClutterActorBox *result);
void clutter_actor_box_set_origin (ClutterActorBox *box,
gfloat x,
gfloat y);
void clutter_actor_box_set_size (ClutterActorBox *box,
gfloat width,
gfloat height);
/**
* ClutterGeometry:
* @x: X coordinate of the top left corner of an actor
* @y: Y coordinate of the top left corner of an actor
* @width: width of an actor
* @height: height of an actor
*
* The rectangle containing an actor's bounding box, measured in pixels.
*/
struct _ClutterGeometry
{
/*< public >*/
gint x;
gint y;
guint width;
guint height;
};
GType clutter_geometry_get_type (void) G_GNUC_CONST;
void clutter_geometry_union (const ClutterGeometry *geometry_a,
const ClutterGeometry *geometry_b,
ClutterGeometry *result);
gboolean clutter_geometry_intersects (const ClutterGeometry *geometry0,
const ClutterGeometry *geometry1);
/**
* ClutterKnot:
* @x: X coordinate of the knot
* @y: Y coordinate of the knot
*
* Point in a path behaviour.
*
* Since: 0.2
*/
struct _ClutterKnot
{
gint x;
gint y;
};
GType clutter_knot_get_type (void) G_GNUC_CONST;
ClutterKnot *clutter_knot_copy (const ClutterKnot *knot);
void clutter_knot_free (ClutterKnot *knot);
gboolean clutter_knot_equal (const ClutterKnot *knot_a,
const ClutterKnot *knot_b);
GType clutter_paint_volume_get_type (void) G_GNUC_CONST;
ClutterPaintVolume *clutter_paint_volume_copy (const ClutterPaintVolume *pv);
void clutter_paint_volume_free (ClutterPaintVolume *pv);
void clutter_paint_volume_set_origin (ClutterPaintVolume *pv,
const ClutterVertex *origin);
void clutter_paint_volume_get_origin (const ClutterPaintVolume *pv,
ClutterVertex *vertex);
void clutter_paint_volume_set_width (ClutterPaintVolume *pv,
gfloat width);
gfloat clutter_paint_volume_get_width (const ClutterPaintVolume *pv);
void clutter_paint_volume_set_height (ClutterPaintVolume *pv,
gfloat height);
gfloat clutter_paint_volume_get_height (const ClutterPaintVolume *pv);
void clutter_paint_volume_set_depth (ClutterPaintVolume *pv,
gfloat depth);
gfloat clutter_paint_volume_get_depth (const ClutterPaintVolume *pv);
void clutter_paint_volume_union (ClutterPaintVolume *pv,
const ClutterPaintVolume *another_pv);
CLUTTER_AVAILABLE_IN_1_10
void clutter_paint_volume_union_box (ClutterPaintVolume *pv,
const ClutterActorBox *box);
gboolean clutter_paint_volume_set_from_allocation (ClutterPaintVolume *pv,
ClutterActor *actor);
/**
* ClutterMargin:
* @left: the margin from the left
* @right: the margin from the right
* @top: the margin from the top
* @bottom: the margin from the bottom
*
* A representation of the components of a margin.
*
* Since: 1.10
*/
struct _ClutterMargin
{
float left;
float right;
float top;
float bottom;
};
GType clutter_margin_get_type (void) G_GNUC_CONST;
ClutterMargin * clutter_margin_new (void) G_GNUC_MALLOC;
ClutterMargin * clutter_margin_copy (const ClutterMargin *margin_);
void clutter_margin_free (ClutterMargin *margin_);
/**
* ClutterProgressFunc:
* @a: the initial value of an interval
* @b: the final value of an interval
* @progress: the progress factor, between 0 and 1
* @retval: the value used to store the progress
*
* Prototype of the progress function used to compute the value
* between the two ends @a and @b of an interval depending on
* the value of @progress.
*
* The #GValue in @retval is already initialized with the same
* type as @a and @b.
*
* This function will be called by #ClutterInterval if the
* type of the values of the interval was registered using
* clutter_interval_register_progress_func().
*
* Return value: %TRUE if the function successfully computed
* the value and stored it inside @retval
*
* Since: 1.0
*/
typedef gboolean (* ClutterProgressFunc) (const GValue *a,
const GValue *b,
gdouble progress,
GValue *retval);
void clutter_interval_register_progress_func (GType value_type,
ClutterProgressFunc func);
G_END_DECLS
#endif /* __CLUTTER_TYPES_H__ */