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mutter-performance-source/clutter/clutter-group.c
Emmanuele Bassi 454e493197 Fix various compiler warnings
Most of these fixes are simple symbol shadowing issues, like index and the
braindead y0 and y1 extern symbols exported by math.h on GNU libc systems.

There is a masking issue in ClutterTexture which should be checked; I ran
the tests and everything looked fine.

The rest are just unused variables.
2007-07-26 11:04:04 +00:00

704 lines
18 KiB
C

/*
* 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-group
* @short_description: Actor class containing multiple children.
* actors.
*
* A #ClutterGroup is an Actor which contains multiple child actors positioned
* relative to the #ClutterGroup position. Other operations such as scaling,
* rotating and clipping of the group will child actors.
*
* A #ClutterGroup's size is defined by the size and position of it
* it children. Resize requests via parent #ClutterActor API will be
* ignored.
*/
#include "config.h"
#include <stdarg.h>
#include "clutter-group.h"
#include "clutter-container.h"
#include "clutter-main.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-marshal.h"
#include "clutter-enum-types.h"
#include "cogl.h"
enum
{
ADD,
REMOVE,
LAST_SIGNAL
};
static guint group_signals[LAST_SIGNAL] = { 0 };
static void clutter_container_iface_init (ClutterContainerIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterGroup,
clutter_group,
CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
clutter_container_iface_init));
#define CLUTTER_GROUP_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_GROUP, ClutterGroupPrivate))
struct _ClutterGroupPrivate
{
GList *children;
};
static void
clutter_group_paint (ClutterActor *actor)
{
ClutterGroup *self = CLUTTER_GROUP(actor);
GList *child_item;
CLUTTER_NOTE (PAINT, "ClutterGroup paint enter");
cogl_push_matrix();
for (child_item = self->priv->children;
child_item != NULL;
child_item = child_item->next)
{
ClutterActor *child = child_item->data;
g_assert (child != NULL);
if (CLUTTER_ACTOR_IS_MAPPED (child))
clutter_actor_paint (child);
}
cogl_pop_matrix();
CLUTTER_NOTE (PAINT, "ClutterGroup paint leave");
}
static void
clutter_group_pick (ClutterActor *actor,
const ClutterColor *color)
{
/* Just forward to the paint call which in turn will trigger
* the child actors also getting 'picked'. To make ourselves
* 'sensitive' to clicks we could also paint a bounding rect
* but this is not currently done.
*/
clutter_group_paint (actor);
}
static void
clutter_group_request_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterActorBox cbox;
clutter_actor_query_coords (self, &cbox);
/* Only positioning works.
* Sizing requests fail, use scale() instead
*/
box->x2 = box->x1 + (cbox.x2 - cbox.x1);
box->y2 = box->y1 + (cbox.y2 - cbox.y1);
}
static void
clutter_group_query_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterGroupPrivate *priv;
GList *child_item;
priv = CLUTTER_GROUP(self)->priv;
child_item = priv->children;
/* FIXME: Cache these values */
box->x2 = box->x1;
box->y2 = box->y1;
if (child_item)
{
do
{
ClutterActor *child = CLUTTER_ACTOR(child_item->data);
/* Once added we include in sizing - doesn't matter if visible */
/* if (CLUTTER_ACTOR_IS_VISIBLE (child)) */
{
ClutterActorBox cbox;
clutter_actor_query_coords (child, &cbox);
/* Ignore any children with offscreen ( negaive )
* positions.
*
* Also x1 and x2 will be set by parent caller.
*
* FIXME: this assumes that children are not rotated in anyway.
*/
if (box->x2 - box->x1 < cbox.x2)
box->x2 = cbox.x2 + box->x1;
if (box->y2 - box->y1 < cbox.y2)
box->y2 = cbox.y2 + box->y1;
}
}
while ((child_item = g_list_next(child_item)) != NULL);
}
}
static void
clutter_group_dispose (GObject *object)
{
ClutterGroup *self = CLUTTER_GROUP (object);
ClutterGroupPrivate *priv = self->priv;
if (priv->children)
{
g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
priv->children = NULL;
}
G_OBJECT_CLASS (clutter_group_parent_class)->dispose (object);
}
static void
clutter_group_real_show_all (ClutterActor *actor)
{
clutter_container_foreach (CLUTTER_CONTAINER (actor),
CLUTTER_CALLBACK (clutter_actor_show),
NULL);
clutter_actor_show (actor);
}
static void
clutter_group_real_hide_all (ClutterActor *actor)
{
clutter_actor_hide (actor);
clutter_container_foreach (CLUTTER_CONTAINER (actor),
CLUTTER_CALLBACK (clutter_actor_hide),
NULL);
}
static void
clutter_group_real_add (ClutterContainer *container,
ClutterActor *actor)
{
ClutterGroup *group = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = group->priv;
g_object_ref (actor);
/* the old ClutterGroup::add signal was emitted before the
* actor was added to the group, so that the class handler
* would actually add it. we need to emit the ::add signal
* here so that handlers expecting it will not freak out.
*/
g_signal_emit (group, group_signals[ADD], 0, actor);
priv->children = g_list_append (priv->children, actor);
clutter_actor_set_parent (actor, CLUTTER_ACTOR (group));
g_signal_emit_by_name (container, "actor-added", actor);
clutter_group_sort_depth_order (group);
g_object_unref (actor);
}
static void
clutter_group_real_remove (ClutterContainer *container,
ClutterActor *actor)
{
ClutterGroup *group = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = group->priv;
g_object_ref (actor);
/* the old ClutterGroup::remove signal was emitted before the
* actor was removed from the group. see the comment in
* clutter_group_real_add() above for why we need to emit ::remove
* here and not later
*/
g_signal_emit (group, group_signals[REMOVE], 0, actor);
priv->children = g_list_remove (priv->children, actor);
clutter_actor_unparent (actor);
/* at this point, the actor passed to the "actor-removed" signal
* handlers is not parented anymore to the container but since we
* are holding a reference on it, it's still valid
*/
g_signal_emit_by_name (container, "actor-removed", actor);
if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (group)))
clutter_actor_queue_redraw (CLUTTER_ACTOR (group));
g_object_unref (actor);
}
static void
clutter_group_real_foreach (ClutterContainer *container,
ClutterCallback callback,
gpointer user_data)
{
ClutterGroup *group = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = group->priv;
GList *l;
for (l = priv->children; l; l = l->next)
(* callback) (CLUTTER_ACTOR (l->data), user_data);
}
static void
clutter_container_iface_init (ClutterContainerIface *iface)
{
iface->add = clutter_group_real_add;
iface->remove = clutter_group_real_remove;
iface->foreach = clutter_group_real_foreach;
}
static void
clutter_group_class_init (ClutterGroupClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
object_class->dispose = clutter_group_dispose;
actor_class->paint = clutter_group_paint;
actor_class->pick = clutter_group_pick;
actor_class->show_all = clutter_group_real_show_all;
actor_class->hide_all = clutter_group_real_hide_all;
actor_class->request_coords = clutter_group_request_coords;
actor_class->query_coords = clutter_group_query_coords;
/**
* ClutterGroup::add:
* @group: the #ClutterGroup that received the signal
* @actor: the actor added to the group
*
* The ::add signal is emitted each time an actor has been added
* to the group.
*
* @Deprecated: 0.4: This signal is deprecated, you should connect
* to the ClutterContainer::actor-added signal instead.
*/
group_signals[ADD] =
g_signal_new ("add",
G_OBJECT_CLASS_TYPE (object_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterGroupClass, add),
NULL, NULL,
clutter_marshal_VOID__OBJECT,
G_TYPE_NONE, 1,
CLUTTER_TYPE_ACTOR);
/**
* ClutterGroup::remove:
* @group: the #ClutterGroup that received the signal
* @actor: the actor added to the group
*
* The ::remove signal is emitted each time an actor has been removed
* from the group
*
* @Deprecated: 0.4: This signal is deprecated, you should connect
* to the ClutterContainer::actor-removed signal instead
*/
group_signals[REMOVE] =
g_signal_new ("remove",
G_OBJECT_CLASS_TYPE (object_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterGroupClass, remove),
NULL, NULL,
clutter_marshal_VOID__OBJECT,
G_TYPE_NONE, 1,
CLUTTER_TYPE_ACTOR);
g_type_class_add_private (object_class, sizeof (ClutterGroupPrivate));
}
static void
clutter_group_init (ClutterGroup *self)
{
self->priv = CLUTTER_GROUP_GET_PRIVATE (self);
}
/**
* clutter_group_new:
*
* Create a new #ClutterGroup instance.
*
* returns a new #ClutterGroup
**/
ClutterActor *
clutter_group_new (void)
{
return g_object_new (CLUTTER_TYPE_GROUP, NULL);
}
/**
* clutter_group_add:
* @group: A #ClutterGroup
* @actor: A #ClutterActor
*
* Adds a new child #ClutterActor to the #ClutterGroup.
*
* @Deprecated: 0.4: This function is obsolete, use
* clutter_container_add_actor() instead.
*/
void
clutter_group_add (ClutterGroup *group,
ClutterActor *actor)
{
clutter_container_add_actor (CLUTTER_CONTAINER (group), actor);
}
/**
* clutter_group_add_many_valist:
* @group: a #ClutterGroup
* @first_actor: the #ClutterActor actor to add to the group
* @var_args: the actors to be added
*
* Similar to clutter_group_add_many() but using a va_list. Use this
* function inside bindings.
*
* @Deprecated: 0.4: This function is obsolete, use
* clutter_container_add_valist() instead.
*/
void
clutter_group_add_many_valist (ClutterGroup *group,
ClutterActor *first_actor,
va_list var_args)
{
clutter_container_add_valist (CLUTTER_CONTAINER (group), first_actor, var_args);
}
/**
* clutter_group_add_many:
* @group: A #ClutterGroup
* @first_actor: the #ClutterActor actor to add to the group
* @Varargs: additional actors to add to the group
*
* Adds a NULL-terminated list of actors to a group. This function is
* equivalent to calling clutter_group_add() for each member of the list.
*
* @Deprecated: 0.4: This function is obsolete, use clutter_container_add()
* instead.
*/
void
clutter_group_add_many (ClutterGroup *group,
ClutterActor *first_actor,
...)
{
va_list args;
va_start (args, first_actor);
clutter_container_add_valist (CLUTTER_CONTAINER (group), first_actor, args);
va_end (args);
}
/**
* clutter_group_remove
* @group: A #ClutterGroup
* @actor: A #ClutterActor
*
* Removes a child #ClutterActor from the parent #ClutterGroup.
*
* @Deprecated: 0.4: This function is obsolete, use
* clutter_container_remove_actor() instead.
*/
void
clutter_group_remove (ClutterGroup *group,
ClutterActor *actor)
{
clutter_container_remove_actor (CLUTTER_CONTAINER (group), actor);
}
/**
* clutter_group_remove_all:
* @group: A #ClutterGroup
*
* Removes all children actors from the #ClutterGroup.
*/
void
clutter_group_remove_all (ClutterGroup *group)
{
GList *children;
g_return_if_fail (CLUTTER_IS_GROUP (group));
children = group->priv->children;
while (children)
{
ClutterActor *child = children->data;
children = children->next;
clutter_container_remove_actor (CLUTTER_CONTAINER (group), child);
}
}
/**
* clutter_group_get_children:
* @self: A #ClutterGroup
*
* Get a list containing all actors contained in the group.
*
* Return value: A list of #ClutterActors. You should free the returned
* list using g_list_free() when finished using it.
*
* @Deprecated: 0.4: This function is obsolete, use
* clutter_container_get_children() instead.
*/
GList*
clutter_group_get_children (ClutterGroup *self)
{
return clutter_container_get_children (CLUTTER_CONTAINER (self));
}
/**
* clutter_group_get_n_children:
* @self: A #ClutterGroup
*
* Gets the number of actors held in the group.
*
* Return value: The number of child actors held in the group.
*
* Since: 0.2
**/
gint
clutter_group_get_n_children (ClutterGroup *self)
{
g_return_val_if_fail (CLUTTER_IS_GROUP (self), 0);
return g_list_length (self->priv->children);
}
/**
* clutter_group_get_nth_child:
* @self: A #ClutterGroup
* @index_: the position of the requested actor.
*
* Gets a groups child held at @index_ in stack.
*
* Return value: A Clutter actor or NULL if @index_ is invalid.
*
* Since: 0.2
**/
ClutterActor *
clutter_group_get_nth_child (ClutterGroup *self,
gint index_)
{
g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
return g_list_nth_data (self->priv->children, index_);
}
/**
* clutter_group_find_child_by_id:
* @self: A #ClutterGroup
* @id: A unique #Clutteractor ID
*
* Finds a child actor of a group by its unique ID. Search recurses
* into any child groups.
*
* Returns: the #ClutterActor if found, or NULL.
*/
ClutterActor *
clutter_group_find_child_by_id (ClutterGroup *self,
guint id)
{
ClutterActor *actor = NULL;
GList *l;
g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
if (clutter_actor_get_id (CLUTTER_ACTOR (self)) == id)
return CLUTTER_ACTOR (self);
for (l = self->priv->children; l; l = l->next)
{
ClutterActor *child = l->data;
if (clutter_actor_get_id (child) == id)
{
actor = child;
break;
}
if (CLUTTER_IS_GROUP (child))
{
actor = clutter_group_find_child_by_id (CLUTTER_GROUP (child), id);
if (actor)
break;
}
}
return actor;
}
/**
* clutter_group_raise:
* @self: a #ClutterGroup
* @actor: a #ClutterActor
* @sibling: a #ClutterActor
*
* FIXME
*/
void
clutter_group_raise (ClutterGroup *self,
ClutterActor *actor,
ClutterActor *sibling)
{
ClutterGroupPrivate *priv;
gint pos;
g_return_if_fail (actor != sibling);
priv = self->priv;
pos = g_list_index (priv->children, actor) + 1;
priv->children = g_list_remove (priv->children, actor);
if (sibling == NULL)
{
GList *last_item;
/* Raise top */
last_item = g_list_last (priv->children);
if (last_item)
sibling = last_item->data;
priv->children = g_list_append (priv->children, actor);
}
else
{
priv->children = g_list_insert (priv->children, actor, pos);
}
/* set Z ordering a value below, this will then call sort
* as values are equal ordering shouldn't change but Z
* values will be correct.
* FIXME: optimise
*/
if ( sibling &&
clutter_actor_get_depth(sibling) != clutter_actor_get_depth (actor))
clutter_actor_set_depth (actor,
clutter_actor_get_depth (sibling));
}
/**
* clutter_group_lower:
* @self: a #ClutterGroup
* @actor: a #ClutterActor
* @sibling: a #ClutterActor
*
* FIXME
*/
void
clutter_group_lower (ClutterGroup *self,
ClutterActor *actor,
ClutterActor *sibling)
{
ClutterGroupPrivate *priv;
gint pos;
g_return_if_fail (actor != sibling);
priv = self->priv;
pos = g_list_index (priv->children, actor) - 1;
priv->children = g_list_remove (priv->children, actor);
if (sibling == NULL)
{
GList *last_item;
/* Raise top */
last_item = g_list_first (priv->children);
if (last_item)
sibling = last_item->data;
priv->children = g_list_prepend (priv->children, actor);
}
else
priv->children = g_list_insert (priv->children, actor, pos);
/* See comment in group_raise for this */
if (sibling &&
clutter_actor_get_depth(sibling) != clutter_actor_get_depth(actor))
clutter_actor_set_depth (actor,
clutter_actor_get_depth(sibling));
}
static gint
sort_z_order (gconstpointer a,
gconstpointer b)
{
if (clutter_actor_get_depth (CLUTTER_ACTOR(a))
== clutter_actor_get_depth (CLUTTER_ACTOR(b)))
return 0;
if (clutter_actor_get_depth (CLUTTER_ACTOR(a))
> clutter_actor_get_depth (CLUTTER_ACTOR(b)))
return 1;
return -1;
}
/**
* clutter_group_sort_depth_order:
* @self: A #ClutterGroup
*
* Sorts a #ClutterGroup's children by there depth value.
* This function should not be used by applications.
**/
void
clutter_group_sort_depth_order (ClutterGroup *self)
{
ClutterGroupPrivate *priv;
g_return_if_fail (CLUTTER_IS_GROUP(self));
priv = self->priv;
priv->children = g_list_sort (priv->children, sort_z_order);
if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR(self)))
clutter_actor_queue_redraw (CLUTTER_ACTOR(self));
}