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mutter-performance-source/clutter/clutter-actor.c
Damien Lespiau a7ff5385a5 [actor] Unset the IN_DESTRUCTION flag when leaving ::destroy()
The IN_DESTRUCTION flag is set around the unrealization and disposal of
the actor in clutter_actor_destroy() but is never unset (it's set twice
instead).

Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-10-12 17:40:46 +01:00

9251 lines
262 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-actor
* @short_description: Base abstract class for all visual stage actors.
*
* #ClutterActor is a base abstract class for all visual elements on the
* stage. Every object that must appear on the main #ClutterStage must also
* be a #ClutterActor, either by using one of the classes provided by
* Clutter, or by implementing a new #ClutterActor subclass.
*
* Every actor is a 2D surface positioned and optionally transformed
* in 3D space. The actor is positioned relative to top left corner of
* it parent with the childs origin being its anchor point (also top
* left by default).
*
* The actors 2D surface is contained inside its bounding box,
* described by the #ClutterActorBox structure:
*
* <figure id="actor-box">
* <title>Bounding box of an Actor</title>
* <graphic fileref="actor-box.png" format="PNG"/>
* </figure>
*
* The actor box represents the untransformed area occupied by an
* actor. Each visible actor that has been put on a #ClutterStage also
* has a transformed area, depending on the actual transformations
* applied to it by the developer (scale, rotation). Tranforms will
* also be applied to any child actors. Also applied to all actors by
* the #ClutterStage is a perspective transformation. API is provided
* for both tranformed and untransformed actor geometry information.
*
* The 'modelview' transform matrix for the actor is constructed from
* the actor settings by the following order of operations:
* <orderedlist>
* <listitem><para>Translation by actor x, y coords,</para></listitem>
* <listitem><para>Translation by actor depth (z),</para></listitem>
* <listitem><para>Scaling by scale_x, scale_y,</para></listitem>
* <listitem><para>Rotation around z axis,</para></listitem>
* <listitem><para>Rotation around y axis,</para></listitem>
* <listitem><para>Rotation around x axis,</para></listitem>
* <listitem><para>Negative translation by anchor point x,
* y,</para></listitem>
* <listitem><para>Rectangular Clip is applied (this is not an operation on
* the matrix as such, but it is done as part of the transform set
* up).</para></listitem>
* </orderedlist>
*
* An actor can either be explicitly sized and positioned, using the
* various size and position accessors, like clutter_actor_set_x() or
* clutter_actor_set_width(); or it can have a preferred width and
* height, which then allows a layout manager to implicitly size and
* position it by "allocating" an area for an actor. This allows for
* actors to be manipulate in both a fixed or static parent container
* (i.e. children of #ClutterGroup) and a more automatic or dynamic
* layout based parent container.
*
* When accessing the position and size of an actor, the simple accessors
* like clutter_actor_get_width() and clutter_actor_get_x() will return
* a value depending on whether the actor has been explicitly sized and
* positioned by the developer or implicitly by the layout manager.
*
* Depending on whether you are querying an actor or implementing a
* layout manager, you should either use the simple accessors or use the
* size negotiation API.
*
* Clutter actors are also able to receive input events and react to
* them. Events are handled in the following ways:
*
* <orderedlist>
* <listitem><para>Actors emit pointer events if set reactive, see
* clutter_actor_set_reactive()</para></listitem>
* <listitem><para>The stage is always reactive</para></listitem>
* <listitem><para>Events are handled by connecting signal handlers to
* the numerous event signal types.</para></listitem>
* <listitem><para>Event handlers must return %TRUE if they handled
* the event and wish to block the event emission chain, or %FALSE
* if the emission chain must continue</para></listitem>
* <listitem><para>Keyboard events are emitted if actor has focus, see
* clutter_stage_set_key_focus()</para></listitem>
* <listitem><para>Motion events (motion, enter, leave) are not emitted
* if clutter_set_motion_events_enabled() is called with %FALSE.
* See clutter_set_motion_events_enabled() documentation for more
* information.</para></listitem>
* <listitem><para>Once emitted, an event emission chain has two
* phases: capture and bubble. An emitted event starts in the capture
* phase (see ClutterActor::captured-event) beginning at the stage and
* traversing every child actor until the event source actor is reached.
* The emission then enters the bubble phase, traversing back up the
* chain via parents until it reaches the stage. Any event handler can
* abort this chain by returning %TRUE (meaning "event handled").
* </para></listitem>
* <listitem><para>Pointer events will 'pass through' non reactive
* overlapping actors.</para></listitem>
* </orderedlist>
*
* <figure id="event-flow">
* <title>Event flow in Clutter</title>
* <graphic fileref="event-flow.png" format="PNG"/>
* </figure>
*
* Every '?' box in the diagram above is an entry point for application
* code.
*
* For implementing a new custom actor class, please read <link
* linkend="clutter-subclassing-ClutterActor">the corresponding section</link>
* of the API reference.
*/
/**
* CLUTTER_ACTOR_IS_MAPPED:
* @a: a #ClutterActor
*
* Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
*
* Means "the actor will be painted if the stage is mapped."
*
* %TRUE if the actor is visible; and all parents with possible exception
* of the stage are visible; and an ancestor of the actor is a toplevel.
*
* Clutter auto-maintains the mapped flag whenever actors are
* reparented or shown/hidden.
*
* Since: 0.2
*/
/**
* CLUTTER_ACTOR_IS_REALIZED:
* @a: a #ClutterActor
*
* Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
*
* Whether GL resources such as textures are allocated;
* if an actor is mapped it must also be realized, but an actor
* can be realized and unmapped (this is so hiding an actor temporarily
* doesn't do an expensive unrealize/realize).
*
* To be realized an actor must be inside a stage, and all its parents
* must be realized. The stage is required so the actor knows the
* correct GL context and window system resources to use.
*
* Since: 0.2
*/
/**
* CLUTTER_ACTOR_IS_VISIBLE:
* @a: a #ClutterActor
*
* Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden.
* Equivalent to the ClutterActor::visible object property.
*
* Note that an actor is only painted onscreen if it's mapped, which
* means it's visible, and all its parents are visible, and one of the
* parents is a toplevel stage.
*
* Since: 0.2
*/
/**
* CLUTTER_ACTOR_IS_REACTIVE:
* @a: a #ClutterActor
*
* Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
*
* Only reactive actors will receive event-related signals.
*
* Since: 0.6
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-actor.h"
#include "clutter-container.h"
#include "clutter-main.h"
#include "clutter-enum-types.h"
#include "clutter-scriptable.h"
#include "clutter-script.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-units.h"
#include "cogl/cogl.h"
typedef struct _ShaderData ShaderData;
typedef struct _AnchorCoord AnchorCoord;
#define CLUTTER_ACTOR_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
/* Internal helper struct to represent a point that can be stored in
either direct pixel coordinates or as a fraction of the actor's
size. It is used for the anchor point, scale center and rotation
centers. */
struct _AnchorCoord
{
gboolean is_fractional;
union
{
/* Used when is_fractional == TRUE */
struct
{
gdouble x;
gdouble y;
} fraction;
/* Use when is_fractional == FALSE */
ClutterVertex units;
} v;
};
/* Internal enum used to control mapped state update. This is a hint
* which indicates when to do something other than just enforce
* invariants.
*/
typedef enum {
MAP_STATE_CHECK, /* just enforce invariants. */
MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
* used when about to unparent.
*/
MAP_STATE_MAKE_MAPPED, /* set mapped, error if invariants not met;
* used to set mapped on toplevels.
*/
MAP_STATE_MAKE_UNMAPPED /* set unmapped, even if parent is mapped,
* used just before unmapping parent.
*/
} MapStateChange;
struct _ClutterActorPrivate
{
/* fixed_x, fixed_y, and the allocation box are all in parent
* coordinates.
*/
gfloat fixed_x;
gfloat fixed_y;
/* request mode */
ClutterRequestMode request_mode;
/* our cached request width is for this height */
gfloat request_width_for_height;
gfloat request_min_width;
gfloat request_natural_width;
/* our cached request height is for this width */
gfloat request_height_for_width;
gfloat request_min_height;
gfloat request_natural_height;
ClutterActorBox allocation;
ClutterAllocationFlags allocation_flags;
guint position_set : 1;
guint min_width_set : 1;
guint min_height_set : 1;
guint natural_width_set : 1;
guint natural_height_set : 1;
/* cached request is invalid (implies allocation is too) */
guint needs_width_request : 1;
/* cached request is invalid (implies allocation is too) */
guint needs_height_request : 1;
/* cached allocation is invalid (request has changed, probably) */
guint needs_allocation : 1;
guint queued_redraw : 1;
guint show_on_set_parent : 1;
guint has_clip : 1;
guint clip_to_allocation : 1;
guint enable_model_view_transform : 1;
guint enable_paint_unmapped : 1;
gfloat clip[4];
/* Rotation angles */
gdouble rxang;
gdouble ryang;
gdouble rzang;
/* Rotation center: X axis */
AnchorCoord rx_center;
/* Rotation center: Y axis */
AnchorCoord ry_center;
/* Rotation center: Z axis */
AnchorCoord rz_center;
/* Anchor point coordinates */
AnchorCoord anchor;
/* depth */
gfloat z;
guint8 opacity;
ClutterActor *parent_actor;
gchar *name;
guint32 id; /* Unique ID */
gdouble scale_x;
gdouble scale_y;
AnchorCoord scale_center;
ShaderData *shader_data;
PangoContext *pango_context;
ClutterActor *opacity_parent;
};
enum
{
PROP_0,
PROP_NAME,
/* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
* when set they force a size request, when gotten they
* get the allocation if the allocation is valid, and the
* request otherwise
*/
PROP_X,
PROP_Y,
PROP_WIDTH,
PROP_HEIGHT,
/* Then the rest of these size-related properties are the "actual"
* underlying properties set or gotten by X, Y, WIDTH, HEIGHT
*/
PROP_FIXED_X,
PROP_FIXED_Y,
PROP_FIXED_POSITION_SET,
PROP_MIN_WIDTH,
PROP_MIN_WIDTH_SET,
PROP_MIN_HEIGHT,
PROP_MIN_HEIGHT_SET,
PROP_NATURAL_WIDTH,
PROP_NATURAL_WIDTH_SET,
PROP_NATURAL_HEIGHT,
PROP_NATURAL_HEIGHT_SET,
PROP_REQUEST_MODE,
/* Allocation properties are read-only */
PROP_ALLOCATION,
PROP_DEPTH,
PROP_CLIP,
PROP_HAS_CLIP,
PROP_CLIP_TO_ALLOCATION,
PROP_OPACITY,
PROP_VISIBLE,
PROP_MAPPED,
PROP_REALIZED,
PROP_REACTIVE,
PROP_SCALE_X,
PROP_SCALE_Y,
PROP_SCALE_CENTER_X,
PROP_SCALE_CENTER_Y,
PROP_SCALE_GRAVITY,
PROP_ROTATION_ANGLE_X,
PROP_ROTATION_ANGLE_Y,
PROP_ROTATION_ANGLE_Z,
PROP_ROTATION_CENTER_X,
PROP_ROTATION_CENTER_Y,
PROP_ROTATION_CENTER_Z,
/* This property only makes sense for the z rotation because the
others would depend on the actor having a size along the
z-axis */
PROP_ROTATION_CENTER_Z_GRAVITY,
PROP_ANCHOR_X,
PROP_ANCHOR_Y,
PROP_ANCHOR_GRAVITY,
PROP_SHOW_ON_SET_PARENT
};
enum
{
SHOW,
HIDE,
DESTROY,
PARENT_SET,
KEY_FOCUS_IN,
KEY_FOCUS_OUT,
PAINT,
PICK,
REALIZE,
UNREALIZE,
QUEUE_REDRAW,
QUEUE_RELAYOUT,
EVENT,
CAPTURED_EVENT,
BUTTON_PRESS_EVENT,
BUTTON_RELEASE_EVENT,
SCROLL_EVENT,
KEY_PRESS_EVENT,
KEY_RELEASE_EVENT,
MOTION_EVENT,
ENTER_EVENT,
LEAVE_EVENT,
ALLOCATION_CHANGED,
LAST_SIGNAL
};
static guint actor_signals[LAST_SIGNAL] = { 0, };
static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
static void _clutter_actor_apply_modelview_transform (ClutterActor *self);
static void clutter_actor_shader_pre_paint (ClutterActor *actor,
gboolean repeat);
static void clutter_actor_shader_post_paint (ClutterActor *actor);
static void destroy_shader_data (ClutterActor *self);
/* These setters are all static for now, maybe they should be in the
* public API, but they are perhaps obscure enough to leave only as
* properties
*/
static void clutter_actor_set_min_width (ClutterActor *self,
gfloat min_width);
static void clutter_actor_set_min_height (ClutterActor *self,
gfloat min_height);
static void clutter_actor_set_natural_width (ClutterActor *self,
gfloat natural_width);
static void clutter_actor_set_natural_height (ClutterActor *self,
gfloat natural_height);
static void clutter_actor_set_min_width_set (ClutterActor *self,
gboolean use_min_width);
static void clutter_actor_set_min_height_set (ClutterActor *self,
gboolean use_min_height);
static void clutter_actor_set_natural_width_set (ClutterActor *self,
gboolean use_natural_width);
static void clutter_actor_set_natural_height_set (ClutterActor *self,
gboolean use_natural_height);
static void clutter_actor_set_request_mode (ClutterActor *self,
ClutterRequestMode mode);
static void clutter_actor_update_map_state (ClutterActor *self,
MapStateChange change);
static void clutter_actor_unrealize_not_hiding (ClutterActor *self);
/* Helper routines for managing anchor coords */
static void clutter_anchor_coord_get_units (ClutterActor *self,
const AnchorCoord *coord,
gfloat *x,
gfloat *y,
gfloat *z);
static void clutter_anchor_coord_set_units (AnchorCoord *coord,
gfloat x,
gfloat y,
gfloat z);
static ClutterGravity clutter_anchor_coord_get_gravity (AnchorCoord *coord);
static void clutter_anchor_coord_set_gravity (AnchorCoord *coord,
ClutterGravity gravity);
static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
/* Helper macro which translates by the anchor coord, applies the
given transformation and then translates back */
#define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform) G_STMT_START { \
gfloat _tx, _ty, _tz; \
clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz); \
cogl_matrix_translate ((m), _tx, _ty, _tz); \
{ _transform; } \
cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
G_DEFINE_ABSTRACT_TYPE_WITH_CODE (ClutterActor,
clutter_actor,
G_TYPE_INITIALLY_UNOWNED,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
clutter_scriptable_iface_init));
#ifdef CLUTTER_ENABLE_DEBUG
/* XXX - this is for debugging only, remove once working (or leave
* in only in some debug mode). Should leave it for a little while
* until we're confident in the new map/realize/visible handling.
*/
static inline void
clutter_actor_verify_map_state (ClutterActor *self)
{
ClutterActorPrivate *priv = self->priv;
if (CLUTTER_ACTOR_IS_REALIZED (self))
{
/* all bets are off during reparent when we're potentially realized,
* but should not be according to invariants
*/
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
{
if (priv->parent_actor == NULL)
{
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
}
else
g_warning ("Realized non-toplevel actor should have a parent");
}
else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent_actor))
{
g_warning ("Realized actor %s[%p] has an unrealized parent %s[%p]",
G_OBJECT_TYPE_NAME (self), self,
G_OBJECT_TYPE_NAME (priv->parent_actor),
priv->parent_actor);
}
}
}
if (CLUTTER_ACTOR_IS_MAPPED (self))
{
if (!CLUTTER_ACTOR_IS_REALIZED (self))
g_warning ("Actor is mapped but not realized");
/* remaining bets are off during reparent when we're potentially
* mapped, but should not be according to invariants
*/
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
{
if (priv->parent_actor == NULL)
{
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
{
g_warning ("Toplevel actor is mapped but not visible");
}
}
else
{
g_warning ("Mapped actor %s %p should have a parent",
G_OBJECT_TYPE_NAME (self), self);
}
}
else
{
ClutterActor *iter = self;
/* check for the enable_paint_unmapped flag on the actor
* and parents; if the flag is enabled at any point of this
* branch of the scene graph then all the later checks
* become pointless
*/
while (iter != NULL)
{
if (iter->priv->enable_paint_unmapped)
return;
iter = iter->priv->parent_actor;
}
if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent_actor))
{
g_warning ("Actor should not be mapped if parent "
"is not visible");
}
if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent_actor))
{
g_warning ("Actor should not be mapped if parent "
"is not realized");
}
if (!(CLUTTER_PRIVATE_FLAGS (priv->parent_actor) &
CLUTTER_ACTOR_IS_TOPLEVEL))
{
if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent_actor))
g_warning ("Actor is mapped but its non-toplevel "
"parent is not mapped");
}
}
}
}
}
#endif /* CLUTTER_ENABLE_DEBUG */
static void
clutter_actor_set_mapped (ClutterActor *self,
gboolean mapped)
{
if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
return;
if (mapped)
{
CLUTTER_ACTOR_GET_CLASS (self)->map (self);
g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
}
else
{
CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
}
}
/* this function updates the mapped and realized states according to
* invariants, in the appropriate order.
*/
static void
clutter_actor_update_map_state (ClutterActor *self,
MapStateChange change)
{
gboolean was_mapped;
gboolean was_realized;
was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
/* the mapped flag on top-level actors must be set by the
* per-backend implementation because it might be asynchronous.
*
* That is, the MAPPED flag on toplevels currently tracks the X
* server mapped-ness of the window, while the expected behavior
* (if used to GTK) may be to track WM_STATE!=WithdrawnState.
* This creates some weird complexity by breaking the invariant
* that if we're visible and all ancestors shown then we are
* also mapped - instead, we are mapped if all ancestors
* _possibly excepting_ the stage are mapped. The stage
* will map/unmap for example when it is minimized or
* moved to another workspace.
*
* So, the only invariant on the stage is that if visible it
* should be realized, and that it has to be visible to be
* mapped.
*/
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_realize (self);
switch (change)
{
case MAP_STATE_CHECK:
break;
case MAP_STATE_MAKE_MAPPED:
g_assert (!was_mapped);
clutter_actor_set_mapped (self, TRUE);
break;
case MAP_STATE_MAKE_UNMAPPED:
g_assert (was_mapped);
clutter_actor_set_mapped (self, FALSE);
break;
case MAP_STATE_MAKE_UNREALIZED:
/* we only use MAKE_UNREALIZED in unparent,
* and unparenting a stage isn't possible.
* If someone wants to just unrealize a stage
* then clutter_actor_unrealize() doesn't
* go through this codepath.
*/
g_warning ("Trying to force unrealize stage is not allowed");
break;
}
if (CLUTTER_ACTOR_IS_MAPPED (self) &&
!CLUTTER_ACTOR_IS_VISIBLE (self) &&
!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
{
g_warning ("Clutter toplevel of type '%s' is not visible, but "
"it is somehow still mapped",
G_OBJECT_TYPE_NAME (self));
}
}
else
{
ClutterActorPrivate *priv = self->priv;
ClutterActor *parent = priv->parent_actor;
gboolean should_be_mapped;
gboolean may_be_realized;
gboolean must_be_realized;
should_be_mapped = FALSE;
may_be_realized = TRUE;
must_be_realized = FALSE;
if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
{
may_be_realized = FALSE;
}
else
{
/* Maintain invariant that if parent is mapped, and we are
* visible, then we are mapped ... unless parent is a
* stage, in which case we map regardless of parent's map
* state but do require stage to be visible and realized.
*
* If parent is realized, that does not force us to be
* realized; but if parent is unrealized, that does force
* us to be unrealized.
*
* The reason we don't force children to realize with
* parents is _clutter_actor_rerealize(); if we require that
* a realized parent means children are realized, then to
* unrealize an actor we would have to unrealize its
* parents, which would end up meaning unrealizing and
* hiding the entire stage. So we allow unrealizing a
* child (as long as that child is not mapped) while that
* child still has a realized parent.
*
* Also, if we unrealize from leaf nodes to root, and
* realize from root to leaf, the invariants are never
* violated if we allow children to be unrealized
* while parents are realized.
*
* When unmapping, MAP_STATE_MAKE_UNMAPPED is specified
* to force us to unmap, even though parent is still
* mapped. This is because we're unmapping from leaf nodes
* up to root nodes.
*/
if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
change != MAP_STATE_MAKE_UNMAPPED)
{
gboolean parent_is_visible_realized_toplevel;
parent_is_visible_realized_toplevel =
(((CLUTTER_PRIVATE_FLAGS (parent) &
CLUTTER_ACTOR_IS_TOPLEVEL) != 0) &&
CLUTTER_ACTOR_IS_VISIBLE (parent) &&
CLUTTER_ACTOR_IS_REALIZED (parent));
if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
parent_is_visible_realized_toplevel)
{
must_be_realized = TRUE;
should_be_mapped = TRUE;
}
}
/* if the actor has been set to be painted even if unmapped
* then we should map it and check for realization as well;
* this is an override for the branch of the scene graph
* which begins with this node
*/
if (priv->enable_paint_unmapped)
{
if (priv->parent_actor == NULL)
g_warning ("Attempting to map an unparented actor");
should_be_mapped = TRUE;
must_be_realized = TRUE;
}
if (!CLUTTER_ACTOR_IS_REALIZED (parent))
may_be_realized = FALSE;
}
if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
{
if (parent == NULL)
g_warning ("Attempting to map a child that does not "
"meet the necessary invariants: the actor "
"has no parent");
else
g_warning ("Attempting to map a child that does not "
"meet the necessary invariants: the actor "
"is parented to an unmapped actor");
}
/* If in reparent, we temporarily suspend unmap and unrealize.
*
* We want to go in the order "realize, map" and "unmap, unrealize"
*/
/* Unmap */
if (!should_be_mapped &&
!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
{
clutter_actor_set_mapped (self, FALSE);
}
/* Realize */
if (must_be_realized)
clutter_actor_realize (self);
/* if we must be realized then we may be, presumably */
g_assert (!(must_be_realized && !may_be_realized));
/* Unrealize */
if (!may_be_realized &&
!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
clutter_actor_unrealize_not_hiding (self);
/* Map */
if (should_be_mapped)
{
if (!must_be_realized)
g_warning ("Somehow we think an actor should be mapped but "
"not realized, which isn't allowed");
/* realization is allowed to fail (though I don't know what
* an app is supposed to do about that - shouldn't it just
* be a g_error? anyway, we have to avoid mapping if this
* happens)
*/
if (CLUTTER_ACTOR_IS_REALIZED (self))
clutter_actor_set_mapped (self, TRUE);
}
}
#ifdef CLUTTER_ENABLE_DEBUG
/* check all invariants were kept */
clutter_actor_verify_map_state (self);
#endif
}
static void
clutter_actor_real_map (ClutterActor *self)
{
g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
/* notify on parent mapped before potentially mapping
* children, so apps see a top-down notification.
*/
g_object_notify (G_OBJECT (self), "mapped");
if (CLUTTER_IS_CONTAINER (self))
clutter_container_foreach_with_internals (CLUTTER_CONTAINER (self),
CLUTTER_CALLBACK (clutter_actor_map),
NULL);
}
/**
* clutter_actor_map:
* @self: A #ClutterActor
*
* Sets the #CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps
* and realizes its children if they are visible. Does nothing if the
* actor is not visible.
*
* Calling this is allowed in only one case: you are implementing the
* #ClutterActor::map virtual function in an actor and you need to map
* the children of that actor. It is not necessary to call this
* if you implement #ClutterContainer because the default implementation
* will automatically map children of containers.
*
* When overriding map, it is mandatory to chain up to the parent
* implementation.
*
* Since: 1.0
*/
void
clutter_actor_map (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (CLUTTER_ACTOR_IS_MAPPED (self))
return;
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
return;
clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
}
static void
clutter_actor_real_unmap (ClutterActor *self)
{
g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
if (CLUTTER_IS_CONTAINER (self))
clutter_container_foreach_with_internals (CLUTTER_CONTAINER (self),
CLUTTER_CALLBACK (clutter_actor_unmap),
NULL);
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
/* notify on parent mapped after potentially unmapping
* children, so apps see a bottom-up notification.
*/
g_object_notify (G_OBJECT (self), "mapped");
/* relinquish keyboard focus if we were unmapped while owning it */
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL))
{
ClutterActor *stage;
stage = clutter_actor_get_stage (self);
if (stage &&
clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self)
{
clutter_stage_set_key_focus (CLUTTER_STAGE (stage), NULL);
}
}
}
/**
* clutter_actor_unmap:
* @self: A #ClutterActor
*
* Unsets the #CLUTTER_ACTOR_MAPPED flag on the actor and possibly
* unmaps its children if they were mapped.
*
* Calling this is allowed in only one case: you are implementing the
* #ClutterActor::unmap virtual function in an actor and you need to
* unmap the children of that actor. It is not necessary to call this
* if you implement #ClutterContainer because the default implementation
* will automatically unmap children of containers.
*
* When overriding unmap, it is mandatory to chain up to the parent
* implementation.
*
* Since: 1.0
*/
void
clutter_actor_unmap (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (!CLUTTER_ACTOR_IS_MAPPED (self))
return;
clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
}
static void
clutter_actor_real_show (ClutterActor *self)
{
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
{
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
/* we notify on the "visible" flag in the clutter_actor_show()
* wrapper so the entire show signal emission completes first
* (?)
*/
clutter_actor_update_map_state (self, MAP_STATE_CHECK);
clutter_actor_queue_relayout (self);
}
}
/**
* clutter_actor_show:
* @self: A #ClutterActor
*
* Flags an actor to be displayed. An actor that isn't shown will not
* be rendered on the stage.
*
* Actors are visible by default.
*
* If this function is called on an actor without a parent, the
* #ClutterActor:show-on-set-parent will be set to %TRUE as a side
* effect.
*/
void
clutter_actor_show (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
#ifdef CLUTTER_ENABLE_DEBUG
clutter_actor_verify_map_state (self);
#endif
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
if (!priv->show_on_set_parent && !priv->parent_actor)
{
priv->show_on_set_parent = TRUE;
g_object_notify (G_OBJECT (self), "show-on-set-parent");
}
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
{
g_signal_emit (self, actor_signals[SHOW], 0);
g_object_notify (G_OBJECT (self), "visible");
}
if (priv->parent_actor)
clutter_actor_queue_redraw (priv->parent_actor);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_show_all:
* @self: a #ClutterActor
*
* Calls clutter_actor_show() on all children of an actor (if any).
*
* Since: 0.2
*/
void
clutter_actor_show_all (ClutterActor *self)
{
ClutterActorClass *klass;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->show_all)
klass->show_all (self);
}
void
clutter_actor_real_hide (ClutterActor *self)
{
if (CLUTTER_ACTOR_IS_VISIBLE (self))
{
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
/* we notify on the "visible" flag in the clutter_actor_hide()
* wrapper so the entire hide signal emission completes first
* (?)
*/
clutter_actor_update_map_state (self, MAP_STATE_CHECK);
clutter_actor_queue_relayout (self);
}
}
/**
* clutter_actor_hide:
* @self: A #ClutterActor
*
* Flags an actor to be hidden. A hidden actor will not be
* rendered on the stage.
*
* Actors are visible by default.
*
* If this function is called on an actor without a parent, the
* #ClutterActor:show-on-set-parent property will be set to %FALSE
* as a side-effect.
*/
void
clutter_actor_hide (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
#ifdef CLUTTER_ENABLE_DEBUG
clutter_actor_verify_map_state (self);
#endif
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
if (priv->show_on_set_parent && !priv->parent_actor)
{
priv->show_on_set_parent = FALSE;
g_object_notify (G_OBJECT (self), "show-on-set-parent");
}
if (CLUTTER_ACTOR_IS_VISIBLE (self))
{
g_signal_emit (self, actor_signals[HIDE], 0);
g_object_notify (G_OBJECT (self), "visible");
}
if (priv->parent_actor)
clutter_actor_queue_redraw (priv->parent_actor);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_hide_all:
* @self: a #ClutterActor
*
* Calls clutter_actor_hide() on all child actors (if any).
*
* Since: 0.2
*/
void
clutter_actor_hide_all (ClutterActor *self)
{
ClutterActorClass *klass;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->hide_all)
klass->hide_all (self);
}
/**
* clutter_actor_realize:
* @self: A #ClutterActor
*
* Creates any underlying graphics resources needed by the actor to be
* displayed.
*
* Realization means the actor is now tied to a specific rendering context
* (that is, a specific toplevel stage).
*
* This function does nothing if the actor is already realized.
*
* Because a realized actor must have realized parent actors, calling
* clutter_actor_realize() will also realize all parents of the actor.
*
* This function does not realize child actors, except in the special
* case that realizing the stage, when the stage is visible, will
* suddenly map (and thus realize) the children of the stage.
**/
void
clutter_actor_realize (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
#ifdef CLUTTER_ENABLE_DEBUG
clutter_actor_verify_map_state (self);
#endif
if (CLUTTER_ACTOR_IS_REALIZED (self))
return;
/* To be realized, our parent actors must be realized first.
* This will only succeed if we're inside a toplevel.
*/
if (self->priv->parent_actor != NULL)
clutter_actor_realize (self->priv->parent_actor);
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
/* toplevels can be realized at any time */
}
else
{
/* "Fail" the realization if parent is missing or unrealized;
* this should really be a g_warning() not some kind of runtime
* failure; how can an app possibly recover? Instead it's a bug
* in the app and the app should get an explanatory warning so
* someone can fix it. But for now it's too hard to fix this
* because e.g. ClutterTexture needs reworking.
*/
if (self->priv->parent_actor == NULL ||
!CLUTTER_ACTOR_IS_REALIZED (self->priv->parent_actor))
return;
}
CLUTTER_NOTE (ACTOR, "Realizing actor '%s' [%p]",
self->priv->name ? self->priv->name
: G_OBJECT_TYPE_NAME (self),
self);
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
g_object_notify (G_OBJECT (self), "realized");
g_signal_emit (self, actor_signals[REALIZE], 0);
/* Stage actor is allowed to unset the realized flag again in its
* default signal handler, though that is a pathological situation.
*/
/* If realization "failed" we'll have to update child state. */
clutter_actor_update_map_state (self, MAP_STATE_CHECK);
}
void
clutter_actor_real_unrealize (ClutterActor *self)
{
/* we must be unmapped (implying our children are also unmapped) */
g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
if (CLUTTER_IS_CONTAINER (self))
clutter_container_foreach_with_internals (CLUTTER_CONTAINER (self),
CLUTTER_CALLBACK (clutter_actor_unrealize_not_hiding),
NULL);
}
/**
* clutter_actor_unrealize:
* @self: A #ClutterActor
*
* Frees up any underlying graphics resources needed by the actor to
* be displayed.
*
* Unrealization means the actor is now independent of any specific
* rendering context (is not attached to a specific toplevel stage).
*
* Because mapped actors must be realized, actors may not be
* unrealized if they are mapped. This function hides the actor to be
* sure it isn't mapped, an application-visible side effect that you
* may not be expecting.
*
* This function should not really be in the public API, because
* there isn't a good reason to call it. ClutterActor will already
* unrealize things for you when it's important to do so.
*
* If you were using clutter_actor_unrealize() in a dispose
* implementation, then don't, just chain up to ClutterActor's
* dispose.
*
* If you were using clutter_actor_unrealize() to implement
* unrealizing children of your container, then don't, ClutterActor
* will already take care of that.
*
* If you were using clutter_actor_unrealize() to re-realize to
* create your resources in a different way, then use
* _clutter_actor_rerealize() (inside Clutter) or just call your
* code that recreates your resources directly (outside Clutter).
*/
void
clutter_actor_unrealize (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
#ifdef CLUTTER_ENABLE_DEBUG
clutter_actor_verify_map_state (self);
#endif
clutter_actor_hide (self);
clutter_actor_unrealize_not_hiding (self);
}
/**
* clutter_actor_unrealize_not_hiding:
* @self: A #ClutterActor
*
* Frees up any underlying graphics resources needed by the actor to
* be displayed.
*
* Unrealization means the actor is now independent of any specific
* rendering context (is not attached to a specific toplevel stage).
*
* Because mapped actors must be realized, actors may not be
* unrealized if they are mapped. You must hide the actor or one of
* its parents before attempting to unrealize.
*
* This function is separate from clutter_actor_unrealize() because it
* does not automatically hide the actor.
* Actors need not be hidden to be unrealized, they just need to
* be unmapped. In fact we don't want to mess up the application's
* setting of the "visible" flag, so hiding is very undesirable.
*
* clutter_actor_unrealize() does a clutter_actor_hide() just for
* backward compatibility.
*/
static void
clutter_actor_unrealize_not_hiding (ClutterActor *self)
{
/* All callers of clutter_actor_unrealize_not_hiding() should have
* taken care of unmapping the actor first. This means
* all our children should also be unmapped.
*/
g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
if (!CLUTTER_ACTOR_IS_REALIZED (self))
return;
/* The default handler for the signal should recursively unrealize
* child actors. We want to unset the realized flag only _after_
* child actors are unrealized, to maintain invariants.
*/
g_signal_emit (self, actor_signals[UNREALIZE], 0);
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
g_object_notify (G_OBJECT (self), "realized");
}
/**
* _clutter_actor_rerealize:
* @self: A #ClutterActor
* @callback: Function to call while unrealized
* @data: data for callback
*
* If an actor is already unrealized, this just calls the callback.
*
* If it is realized, it unrealizes temporarily, calls the callback,
* and then re-realizes the actor.
*
* As a side effect, leaves all children of the actor unrealized if
* the actor was realized but not showing. This is because when we
* unrealize the actor temporarily we must unrealize its children
* (e.g. children of a stage can't be realized if stage window is
* gone). And we aren't clever enough to save the realization state of
* all children. In most cases this should not matter, because
* the children will automatically realize when they next become mapped.
*/
void
_clutter_actor_rerealize (ClutterActor *self,
ClutterCallback callback,
void *data)
{
gboolean was_mapped;
gboolean was_showing;
gboolean was_realized;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
#ifdef CLUTTER_ENABLE_DEBUG
clutter_actor_verify_map_state (self);
#endif
was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
/* Must be unmapped to unrealize. Note we only have to hide this
* actor if it was mapped (if all parents were showing). If actor
* is merely visible (but not mapped), then that's fine, we can
* leave it visible.
*/
if (was_mapped)
clutter_actor_hide (self);
g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
/* unrealize self and all children */
clutter_actor_unrealize_not_hiding (self);
if (callback != NULL)
{
(* callback) (self, data);
}
if (was_showing)
clutter_actor_show (self); /* will realize only if mapping implies it */
else if (was_realized)
clutter_actor_realize (self); /* realize self and all parents */
}
static void
clutter_actor_real_pick (ClutterActor *self,
const ClutterColor *color)
{
/* the default implementation is just to paint a rectangle
* with the same size of the actor using the passed color
*/
if (clutter_actor_should_pick_paint (self))
{
ClutterActorBox box = { 0, };
float width, height;
clutter_actor_get_allocation_box (self, &box);
width = box.x2 - box.x1;
height = box.y2 - box.y1;
cogl_set_source_color4ub (color->red,
color->green,
color->blue,
color->alpha);
cogl_rectangle (0, 0, width, height);
}
}
/**
* clutter_actor_should_pick_paint:
* @self: A #ClutterActor
*
* Should be called inside the implementation of the
* #ClutterActor::pick virtual function in order to check whether
* the actor should paint itself in pick mode or not.
*
* This function should never be called directly by applications.
*
* Return value: %TRUE if the actor should paint its silhouette,
* %FALSE otherwise
*/
gboolean
clutter_actor_should_pick_paint (ClutterActor *self)
{
ClutterMainContext *context;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
context = _clutter_context_get_default ();
if (CLUTTER_ACTOR_IS_MAPPED (self) &&
(G_UNLIKELY (context->pick_mode == CLUTTER_PICK_ALL) ||
CLUTTER_ACTOR_IS_REACTIVE (self)))
return TRUE;
return FALSE;
}
static void
clutter_actor_real_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
/* Default implementation is always 0x0, usually an actor
* using this default is relying on someone to set the
* request manually
*/
CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
if (min_width_p)
*min_width_p = 0;
if (natural_width_p)
*natural_width_p = 0;
}
static void
clutter_actor_real_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
/* Default implementation is always 0x0, usually an actor
* using this default is relying on someone to set the
* request manually
*/
CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
if (min_height_p)
*min_height_p = 0;
if (natural_height_p)
*natural_height_p = 0;
}
static void
clutter_actor_store_old_geometry (ClutterActor *self,
ClutterActorBox *box)
{
*box = self->priv->allocation;
}
static inline void
clutter_actor_notify_if_geometry_changed (ClutterActor *self,
const ClutterActorBox *old)
{
ClutterActorPrivate *priv = self->priv;
GObject *obj = G_OBJECT (self);
g_object_freeze_notify (obj);
/* to avoid excessive requisition or allocation cycles we
* use the cached values.
*
* - if we don't have an allocation we assume that we need
* to notify anyway
* - if we don't have a width or a height request we notify
* width and height
* - if we have a valid allocation then we check the old
* bounding box with the current allocation and we notify
* the changes
*/
if (priv->needs_allocation)
{
g_object_notify (obj, "x");
g_object_notify (obj, "y");
g_object_notify (obj, "width");
g_object_notify (obj, "height");
}
else if (priv->needs_width_request || priv->needs_height_request)
{
g_object_notify (obj, "width");
g_object_notify (obj, "height");
}
else
{
gfloat xu, yu;
gfloat widthu, heightu;
xu = priv->allocation.x1;
yu = priv->allocation.y1;
widthu = priv->allocation.x2 - priv->allocation.x1;
heightu = priv->allocation.y2 - priv->allocation.y1;
if (xu != old->x1)
g_object_notify (obj, "x");
if (yu != old->y1)
g_object_notify (obj, "y");
if (widthu != (old->x2 - old->x1))
g_object_notify (obj, "width");
if (heightu != (old->y2 - old->y1))
g_object_notify (obj, "height");
}
g_object_thaw_notify (obj);
}
static void
clutter_actor_real_allocate (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
ClutterActorPrivate *priv = self->priv;
gboolean x1_changed, y1_changed, x2_changed, y2_changed;
gboolean flags_changed;
ClutterActorBox old = { 0, };
clutter_actor_store_old_geometry (self, &old);
x1_changed = priv->allocation.x1 != box->x1;
y1_changed = priv->allocation.y1 != box->y1;
x2_changed = priv->allocation.x2 != box->x2;
y2_changed = priv->allocation.y2 != box->y2;
flags_changed = priv->allocation_flags != flags;
priv->allocation = *box;
priv->allocation_flags = flags;
priv->needs_allocation = FALSE;
g_object_freeze_notify (G_OBJECT (self));
if (x1_changed || y1_changed || x2_changed || y2_changed)
{
g_object_notify (G_OBJECT (self), "allocation");
/* we also emit the ::allocation-changed signal for people
* that wish to track the allocation flags
*/
g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
box,
flags);
}
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
}
static void
clutter_actor_queue_redraw_with_origin (ClutterActor *self,
ClutterActor *origin)
{
/* already queued since last paint() */
if (self->priv->queued_redraw)
return;
/* calls klass->queue_redraw in default handler */
g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
}
static void
clutter_actor_real_queue_redraw (ClutterActor *self,
ClutterActor *origin)
{
ClutterActor *parent;
/* already queued since last paint() */
if (self->priv->queued_redraw)
return;
CLUTTER_NOTE (PAINT, "Redraw queued on '%s'",
clutter_actor_get_name (self) ? clutter_actor_get_name (self)
: G_OBJECT_TYPE_NAME (self));
self->priv->queued_redraw = TRUE;
/* If the actor isn't visible, we still had to emit the signal
* to allow for a ClutterClone, but the appearance of the parent
* won't change so we don't have to propagate up the hierarchy.
*/
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
return;
/* notify parents, if they are all visible eventually we'll
* queue redraw on the stage, which queues the redraw idle.
*/
parent = clutter_actor_get_parent (self);
if (parent != NULL)
{
/* this will go up recursively */
clutter_actor_queue_redraw_with_origin (parent, origin);
}
}
void
clutter_actor_real_queue_relayout (ClutterActor *self)
{
ClutterActorPrivate *priv = self->priv;
priv->needs_width_request = TRUE;
priv->needs_height_request = TRUE;
priv->needs_allocation = TRUE;
/* always repaint also (no-op if not mapped) */
clutter_actor_queue_redraw (self);
/* We need to go all the way up the hierarchy */
if (priv->parent_actor)
clutter_actor_queue_relayout (priv->parent_actor);
}
/* like ClutterVertex, but with a w component */
typedef struct {
gfloat x;
gfloat y;
gfloat z;
gfloat w;
} full_vertex_t;
/* copies a fixed vertex into a ClutterVertex */
static inline void
full_vertex_to_units (const full_vertex_t *f,
ClutterVertex *u)
{
u->x = f->x;
u->y = f->y;
u->z = f->z;
}
/* Transforms a vertex using the passed matrix; vertex is
* an in-out parameter
*/
static void
mtx_transform (const CoglMatrix *matrix,
full_vertex_t *vertex)
{
cogl_matrix_transform_point (matrix,
&vertex->x,
&vertex->y,
&vertex->z,
&vertex->w);
}
/* Help macros to scale from OpenGL <-1,1> coordinates system to our
* X-window based <0,window-size> coordinates
*/
#define MTX_GL_SCALE_X(x,w,v1,v2) ((((((x) / (w)) + 1.0) / 2) * (v1)) + (v2))
#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0) / 2) * (v1)) + (v2))
#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2)))
/* transforms a 4-tuple of coordinates using @matrix and
* places the result into a fixed @vertex
*/
static inline void
full_vertex_transform (const CoglMatrix *matrix,
gfloat x,
gfloat y,
gfloat z,
gfloat w,
full_vertex_t *vertex)
{
full_vertex_t tmp = { 0, };
tmp.x = x;
tmp.y = y;
tmp.z = z;
tmp.w = w;
mtx_transform (matrix, &tmp);
*vertex = tmp;
}
/* scales a fixed @vertex using @matrix and @viewport, and
* transforms the result into a ClutterVertex, filling @vertex_p
*/
static inline void
full_vertex_scale (const CoglMatrix *matrix,
const full_vertex_t *vertex,
const gfloat viewport[],
ClutterVertex *vertex_p)
{
gfloat v_x, v_y, v_width, v_height;
full_vertex_t tmp = { 0, };
tmp = *vertex;
mtx_transform (matrix, &tmp);
v_x = viewport[0];
v_y = viewport[1];
v_width = viewport[2];
v_height = viewport[3];
tmp.x = MTX_GL_SCALE_X (tmp.x, tmp.w, v_width, v_x);
tmp.y = MTX_GL_SCALE_Y (tmp.y, tmp.w, v_height, v_y);
tmp.z = MTX_GL_SCALE_Z (tmp.z, tmp.w, v_width, v_x);
tmp.w = 0;
full_vertex_to_units (&tmp, vertex_p);
}
/* Applies the transforms associated with this actor and its ancestors,
* retrieves the resulting OpenGL modelview matrix, and uses the matrix
* to transform the supplied point
*
* The point coordinates are in-out parameters
*/
static void
clutter_actor_transform_point_relative (ClutterActor *actor,
ClutterActor *ancestor,
gfloat *x,
gfloat *y,
gfloat *z,
gfloat *w)
{
full_vertex_t vertex = { 0, };
CoglMatrix matrix;
vertex.x = (x != NULL) ? *x : 0;
vertex.y = (y != NULL) ? *y : 0;
vertex.z = (z != NULL) ? *z : 0;
vertex.w = (w != NULL) ? *w : 0;
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (actor, ancestor);
cogl_get_modelview_matrix (&matrix);
mtx_transform (&matrix, &vertex);
cogl_pop_matrix();
if (x)
*x = vertex.x;
if (y)
*y = vertex.y;
if (z)
*z = vertex.z;
if (w)
*w = vertex.w;
}
/* Applies the transforms associated with this actor and its ancestors,
* retrieves the resulting OpenGL modelview matrix, and uses the matrix
* to transform the supplied point
*/
static void
clutter_actor_transform_point (ClutterActor *actor,
gfloat *x,
gfloat *y,
gfloat *z,
gfloat *w)
{
full_vertex_t vertex = { 0, };
CoglMatrix matrix;
vertex.x = (x != NULL) ? *x : 0;
vertex.y = (y != NULL) ? *y : 0;
vertex.z = (z != NULL) ? *z : 0;
vertex.w = (w != NULL) ? *w : 0;
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (actor, NULL);
cogl_get_modelview_matrix (&matrix);
mtx_transform (&matrix, &vertex);
cogl_pop_matrix();
if (x)
*x = vertex.x;
if (y)
*y = vertex.y;
if (z)
*z = vertex.z;
if (w)
*w = vertex.w;
}
/**
* clutter_actor_apply_relative_transform_to_point:
* @self: A #ClutterActor
* @ancestor: (allow-none): A #ClutterActor ancestor, or %NULL to use the
* default #ClutterStage
* @point: A point as #ClutterVertex
* @vertex: The translated #ClutterVertex
*
* Transforms @point in coordinates relative to the actor into
* ancestor-relative coordinates using the relevant transform
* stack (i.e. scale, rotation, etc).
*
* If @ancestor is %NULL the ancestor will be the #ClutterStage. In
* this case, the coordinates returned will be the coordinates on
* the stage before the projection is applied. This is different from
* the behaviour of clutter_actor_apply_transform_to_point().
*
* Since: 0.6
*/
void
clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
ClutterActor *ancestor,
const ClutterVertex *point,
ClutterVertex *vertex)
{
gfloat x, y, z, w;
full_vertex_t tmp;
gfloat v[4];
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
g_return_if_fail (point != NULL);
g_return_if_fail (vertex != NULL);
x = point->x;
y = point->y;
z = point->z;
w = 1.0;
/* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point_relative (self, ancestor, &x, &y, &z, &w);
cogl_get_viewport (v);
/* The w[3] parameter should always be 1.0 here, so we ignore it; otherwise
* we would have to divide the original verts with it.
*/
tmp.x = (x + 0.5) * v[2];
tmp.y = (0.5 - y) * v[3];
tmp.z = (z + 0.5) * v[2];
tmp.w = 0;
full_vertex_to_units (&tmp, vertex);
}
/**
* clutter_actor_apply_transform_to_point:
* @self: A #ClutterActor
* @point: A point as #ClutterVertex
* @vertex: The translated #ClutterVertex
*
* Transforms @point in coordinates relative to the actor
* into screen-relative coordinates with the current actor
* transformation (i.e. scale, rotation, etc)
*
* Since: 0.4
**/
void
clutter_actor_apply_transform_to_point (ClutterActor *self,
const ClutterVertex *point,
ClutterVertex *vertex)
{
full_vertex_t tmp = { 0, };
gfloat x, y, z, w;
CoglMatrix matrix_p;
gfloat v[4];
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (point != NULL);
g_return_if_fail (vertex != NULL);
x = point->x;
y = point->y;
z = point->z;
w = 1.0;
/* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point (self, &x, &y, &z, &w);
tmp.x = x;
tmp.y = y;
tmp.z = z;
tmp.w = w;
cogl_get_projection_matrix (&matrix_p);
cogl_get_viewport (v);
/* Now, transform it again with the projection matrix */
mtx_transform (&matrix_p, &tmp);
/* Finaly translate from OpenGL coords to window coords */
vertex->x = MTX_GL_SCALE_X (tmp.x, tmp.w, v[2], v[0]);
vertex->y = MTX_GL_SCALE_Y (tmp.y, tmp.w, v[3], v[1]);
vertex->z = MTX_GL_SCALE_Z (tmp.z, tmp.w, v[2], v[0]);
}
/* Recursively tranform supplied vertices with the tranform for the current
* actor and up to the ancestor (like clutter_actor_transform_point() but
* for all the vertices in one go).
*/
static void
clutter_actor_transform_vertices_relative (ClutterActor *self,
ClutterActor *ancestor,
full_vertex_t vertices[])
{
ClutterActorPrivate *priv = self->priv;
gfloat width, height;
CoglMatrix mtx;
width = priv->allocation.x2 - priv->allocation.x1;
height = priv->allocation.y2 - priv->allocation.y1;
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (self, ancestor);
cogl_get_modelview_matrix (&mtx);
full_vertex_transform (&mtx, 0, 0, 0, 1.0, &vertices[0]);
full_vertex_transform (&mtx, width, 0, 0, 1.0, &vertices[1]);
full_vertex_transform (&mtx, 0, height, 0, 1.0, &vertices[2]);
full_vertex_transform (&mtx, width, height, 0, 1.0, &vertices[3]);
cogl_pop_matrix();
}
/* Recursively tranform supplied box with the tranform for the current
* actor and all its ancestors (like clutter_actor_transform_point()
* but for all the vertices in one go) and project it into screen
* coordinates
*/
static void
clutter_actor_transform_and_project_box (ClutterActor *self,
const ClutterActorBox *box,
ClutterVertex verts[])
{
ClutterActor *stage;
CoglMatrix mtx;
CoglMatrix mtx_p;
gfloat v[4];
gfloat width, height;
full_vertex_t vertices[4];
width = box->x2 - box->x1;
height = box->y2 - box->y1;
/* We essentially have to dupe some code from clutter_redraw() here
* to make sure GL Matrices etc are initialised if we're called and we
* havn't yet rendered anything.
*
* Simply duping code for now in wait for Cogl cleanup that can hopefully
* address this in a nicer way.
*/
stage = clutter_actor_get_stage (self);
/* FIXME: if were not yet added to a stage, its probably unsafe to
* return default - ideally the func should fail
*/
if (stage == NULL)
stage = clutter_stage_get_default ();
clutter_stage_ensure_current (CLUTTER_STAGE (stage));
_clutter_stage_maybe_setup_viewport (CLUTTER_STAGE (stage));
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (self, NULL);
cogl_get_modelview_matrix (&mtx);
full_vertex_transform (&mtx, 0, 0, 0, 1.0, &vertices[0]);
full_vertex_transform (&mtx, width, 0, 0, 1.0, &vertices[1]);
full_vertex_transform (&mtx, 0, height, 0, 1.0, &vertices[2]);
full_vertex_transform (&mtx, width, height, 0, 1.0, &vertices[3]);
cogl_pop_matrix();
cogl_get_projection_matrix (&mtx_p);
cogl_get_viewport (v);
full_vertex_scale (&mtx_p, &vertices[0], v, &verts[0]);
full_vertex_scale (&mtx_p, &vertices[1], v, &verts[1]);
full_vertex_scale (&mtx_p, &vertices[2], v, &verts[2]);
full_vertex_scale (&mtx_p, &vertices[3], v, &verts[3]);
}
/**
* clutter_actor_get_allocation_vertices:
* @self: A #ClutterActor
* @ancestor: (allow-none): A #ClutterActor to calculate the vertices
* against, or %NULL to use the default #ClutterStage
* @verts: (out) (array fixed-size=4): return location for an array of
* 4 #ClutterVertex in which to store the result.
*
* Calculates the transformed coordinates of the four corners of the
* actor in the plane of @ancestor. The returned vertices relate to
* the #ClutterActorBox coordinates as follows:
* <itemizedlist>
* <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
* <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
* <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
* <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
* </itemizedlist>
*
* If @ancestor is %NULL the ancestor will be the #ClutterStage. In
* this case, the coordinates returned will be the coordinates on
* the stage before the projection is applied. This is different from
* the behaviour of clutter_actor_get_abs_allocation_vertices().
*
* Since: 0.6
*/
void
clutter_actor_get_allocation_vertices (ClutterActor *self,
ClutterActor *ancestor,
ClutterVertex verts[])
{
ClutterActorPrivate *priv;
ClutterActor *stage;
gfloat v[4];
full_vertex_t vertices[4];
full_vertex_t tmp = { 0, };
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
priv = self->priv;
/* We essentially have to dupe some code from clutter_redraw() here
* to make sure GL Matrices etc are initialised if we're called and we
* havn't yet rendered anything.
*
* Simply duping code for now in wait for Cogl cleanup that can hopefully
* address this in a nicer way.
*/
stage = clutter_actor_get_stage (self);
/* FIXME: if were not yet added to a stage, its probably unsafe to
* return default - idealy the func should fail
*/
if (stage == NULL)
stage = clutter_stage_get_default ();
clutter_stage_ensure_current (CLUTTER_STAGE (stage));
_clutter_stage_maybe_setup_viewport (CLUTTER_STAGE (stage));
/* if the actor needs to be allocated we force a relayout, so that
* clutter_actor_transform_vertices_relative() will have valid values
* to use in the transformations
*/
if (priv->needs_allocation)
_clutter_stage_maybe_relayout (stage);
clutter_actor_transform_vertices_relative (self, ancestor, vertices);
cogl_get_viewport (v);
/* The w[3] parameter should always be 1.0 here, so we ignore it;
* otherwise we would have to divide the original verts with it.
*/
tmp.x = ((vertices[0].x + 0.5) * v[2]);
tmp.y = ((0.5 - vertices[0].y) * v[3]);
tmp.z = ((vertices[0].z + 0.5) * v[2]);
full_vertex_to_units (&tmp, &verts[0]);
tmp.x = ((vertices[1].x + 0.5) * v[2]);
tmp.y = ((0.5 - vertices[1].y) * v[3]);
tmp.z = ((vertices[1].z + 0.5) * v[2]);
full_vertex_to_units (&tmp, &verts[1]);
tmp.x = ((vertices[2].x + 0.5) * v[2]);
tmp.y = ((0.5 - vertices[2].y) * v[3]);
tmp.z = ((vertices[2].z + 0.5) * v[2]);
full_vertex_to_units (&tmp, &verts[2]);
tmp.x = ((vertices[3].x + 0.5) * v[2]);
tmp.y = ((0.5 - vertices[3].y) * v[3]);
tmp.z = ((vertices[3].z + 0.5) * v[2]);
full_vertex_to_units (&tmp, &verts[3]);
}
/**
* clutter_actor_get_abs_allocation_vertices:
* @self: A #ClutterActor
* @verts: (out) (array fixed-size=4): Pointer to a location of an array
* of 4 #ClutterVertex where to store the result.
*
* Calculates the transformed screen coordinates of the four corners of
* the actor; the returned vertices relate to the #ClutterActorBox
* coordinates as follows:
* <itemizedlist>
* <listitem><para>v[0] contains (x1, y1)</para></listitem>
* <listitem><para>v[1] contains (x2, y1)</para></listitem>
* <listitem><para>v[2] contains (x1, y2)</para></listitem>
* <listitem><para>v[3] contains (x2, y2)</para></listitem>
* </itemizedlist>
*
* Since: 0.4
*/
void
clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
ClutterVertex verts[])
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
/* if the actor needs to be allocated we force a relayout, so that
* the actor allocation box will be valid for
* clutter_actor_transform_and_project_box()
*/
if (priv->needs_allocation)
{
ClutterActor *stage = clutter_actor_get_stage (self);
/* FIXME: if were not yet added to a stage, its probably unsafe to
* return default - idealy the func should fail
*/
if (stage == NULL)
stage = clutter_stage_get_default ();
_clutter_stage_maybe_relayout (stage);
}
clutter_actor_transform_and_project_box (self,
&self->priv->allocation,
verts);
}
static void
clutter_actor_real_apply_transform (ClutterActor *self,
CoglMatrix *matrix)
{
ClutterActorPrivate *priv = self->priv;
gboolean is_stage = CLUTTER_IS_STAGE (self);
if (!is_stage)
{
cogl_matrix_translate (matrix,
priv->allocation.x1,
priv->allocation.y1,
0.0);
}
if (priv->z)
cogl_matrix_translate (matrix, 0, 0, priv->z);
/*
* because the rotation involves translations, we must scale before
* applying the rotations (if we apply the scale after the rotations,
* the translations included in the rotation are not scaled and so the
* entire object will move on the screen as a result of rotating it).
*/
if (priv->scale_x != 1.0 || priv->scale_y != 1.0)
{
TRANSFORM_ABOUT_ANCHOR_COORD (self, matrix,
&priv->scale_center,
cogl_matrix_scale (matrix,
priv->scale_x,
priv->scale_y,
1.0));
}
if (priv->rzang)
TRANSFORM_ABOUT_ANCHOR_COORD (self, matrix,
&priv->rz_center,
cogl_matrix_rotate (matrix,
priv->rzang,
0, 0, 1.0));
if (priv->ryang)
TRANSFORM_ABOUT_ANCHOR_COORD (self, matrix,
&priv->ry_center,
cogl_matrix_rotate (matrix,
priv->ryang,
0, 1.0, 0));
if (priv->rxang)
TRANSFORM_ABOUT_ANCHOR_COORD (self, matrix,
&priv->rx_center,
cogl_matrix_rotate (matrix,
priv->rxang,
1.0, 0, 0));
if (!is_stage && !clutter_anchor_coord_is_zero (&priv->anchor))
{
gfloat x, y, z;
clutter_anchor_coord_get_units (self, &priv->anchor, &x, &y, &z);
cogl_matrix_translate (matrix, -x, -y, -z);
}
}
/* Applies the transforms associated with this actor to the
* OpenGL modelview matrix.
*
* This function does not push/pop matrix; it is the responsibility
* of the caller to do so as appropriate
*/
static void
_clutter_actor_apply_modelview_transform (ClutterActor *self)
{
CoglMatrix matrix, cur, new;
cogl_matrix_init_identity (&matrix);
clutter_actor_get_transformation_matrix (self, &matrix);
cogl_get_modelview_matrix (&cur);
cogl_matrix_multiply (&new, &cur, &matrix);
cogl_set_modelview_matrix (&new);
}
/* Recursively applies the transforms associated with this actor and
* its ancestors to the OpenGL modelview matrix. Use NULL if you want this
* to go all the way down to the stage.
*
* This function does not push/pop matrix; it is the responsibility
* of the caller to do so as appropriate
*/
void
_clutter_actor_apply_modelview_transform_recursive (ClutterActor *self,
ClutterActor *ancestor)
{
ClutterActor *parent, *stage;
parent = clutter_actor_get_parent (self);
/*
* If we reached the ancestor, quit
* NB: NULL ancestor means the stage, and this will not trigger
* (as it should not)
*/
if (self == ancestor)
return;
stage = clutter_actor_get_stage (self);
/* FIXME: if were not yet added to a stage, its probably unsafe to
* return default - idealy the func should fail
*/
if (stage == NULL)
stage = clutter_stage_get_default ();
if (parent)
_clutter_actor_apply_modelview_transform_recursive (parent, ancestor);
else if (self != stage)
_clutter_actor_apply_modelview_transform (stage);
_clutter_actor_apply_modelview_transform (self);
}
/**
* clutter_actor_paint:
* @self: A #ClutterActor
*
* Renders the actor to display.
*
* This function should not be called directly by applications.
* Call clutter_actor_queue_redraw() to queue paints, instead.
*
* This function will emit the #ClutterActor::paint signal.
*/
void
clutter_actor_paint (ClutterActor *self)
{
ClutterActorPrivate *priv;
ClutterMainContext *context;
gboolean clip_set = FALSE;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
context = _clutter_context_get_default ();
/* It's an important optimization that we consider painting of
* actors with 0 opacity to be a NOP... */
if (G_LIKELY (context->pick_mode == CLUTTER_PICK_NONE) &&
/* If the actor is being painted from a clone then check the
clone's opacity instead */
(priv->opacity_parent ? priv->opacity_parent->priv : priv)->opacity == 0)
{
priv->queued_redraw = FALSE;
return;
}
/* if we aren't paintable (not in a toplevel with all
* parents paintable) then do nothing.
*/
if (!CLUTTER_ACTOR_IS_MAPPED (self))
return;
/* mark that we are in the paint process */
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_PAINT);
cogl_push_matrix();
if (priv->enable_model_view_transform)
_clutter_actor_apply_modelview_transform (self);
if (priv->has_clip)
{
cogl_clip_push (priv->clip[0],
priv->clip[1],
priv->clip[2],
priv->clip[3]);
clip_set = TRUE;
}
else if (priv->clip_to_allocation)
{
gfloat width, height;
width = priv->allocation.x2 - priv->allocation.x1;
height = priv->allocation.y2 - priv->allocation.y1;
cogl_clip_push (0, 0, width, height);
clip_set = TRUE;
}
if (G_UNLIKELY (context->pick_mode != CLUTTER_PICK_NONE))
{
ClutterColor col = { 0, };
_clutter_id_to_color (clutter_actor_get_gid (self), &col);
/* Actor will then paint silhouette of itself in supplied
* color. See clutter_stage_get_actor_at_pos() for where
* picking is enabled.
*/
g_signal_emit (self, actor_signals[PICK], 0, &col);
}
else
{
clutter_actor_shader_pre_paint (self, FALSE);
self->priv->queued_redraw = FALSE;
g_signal_emit (self, actor_signals[PAINT], 0);
clutter_actor_shader_post_paint (self);
}
if (clip_set)
cogl_clip_pop();
cogl_pop_matrix();
/* paint sequence complete */
CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_PAINT);
}
/* internal helper function set the rotation angle without affecting
the center point
*/
static void
clutter_actor_set_rotation_internal (ClutterActor *self,
ClutterRotateAxis axis,
gdouble angle)
{
ClutterActorPrivate *priv = self->priv;
g_object_ref (self);
g_object_freeze_notify (G_OBJECT (self));
switch (axis)
{
case CLUTTER_X_AXIS:
priv->rxang = angle;
g_object_notify (G_OBJECT (self), "rotation-angle-x");
break;
case CLUTTER_Y_AXIS:
priv->ryang = angle;
g_object_notify (G_OBJECT (self), "rotation-angle-y");
break;
case CLUTTER_Z_AXIS:
priv->rzang = angle;
g_object_notify (G_OBJECT (self), "rotation-angle-z");
break;
}
g_object_thaw_notify (G_OBJECT (self));
g_object_unref (self);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
static void
clutter_actor_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterActor *actor = CLUTTER_ACTOR (object);
ClutterActorPrivate *priv = actor->priv;
switch (prop_id)
{
case PROP_X:
clutter_actor_set_x (actor, g_value_get_float (value));
break;
case PROP_Y:
clutter_actor_set_y (actor, g_value_get_float (value));
break;
case PROP_WIDTH:
clutter_actor_set_width (actor, g_value_get_float (value));
break;
case PROP_HEIGHT:
clutter_actor_set_height (actor, g_value_get_float (value));
break;
case PROP_FIXED_X:
clutter_actor_set_x (actor, g_value_get_float (value));
break;
case PROP_FIXED_Y:
clutter_actor_set_y (actor, g_value_get_float (value));
break;
case PROP_FIXED_POSITION_SET:
clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
break;
case PROP_MIN_WIDTH:
clutter_actor_set_min_width (actor, g_value_get_float (value));
break;
case PROP_MIN_HEIGHT:
clutter_actor_set_min_height (actor, g_value_get_float (value));
break;
case PROP_NATURAL_WIDTH:
clutter_actor_set_natural_width (actor, g_value_get_float (value));
break;
case PROP_NATURAL_HEIGHT:
clutter_actor_set_natural_height (actor, g_value_get_float (value));
break;
case PROP_MIN_WIDTH_SET:
clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
break;
case PROP_MIN_HEIGHT_SET:
clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
break;
case PROP_NATURAL_WIDTH_SET:
clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
break;
case PROP_NATURAL_HEIGHT_SET:
clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
break;
case PROP_REQUEST_MODE:
clutter_actor_set_request_mode (actor, g_value_get_enum (value));
break;
case PROP_DEPTH:
clutter_actor_set_depth (actor, g_value_get_float (value));
break;
case PROP_OPACITY:
clutter_actor_set_opacity (actor, g_value_get_uchar (value));
break;
case PROP_NAME:
clutter_actor_set_name (actor, g_value_get_string (value));
break;
case PROP_VISIBLE:
if (g_value_get_boolean (value) == TRUE)
clutter_actor_show (actor);
else
clutter_actor_hide (actor);
break;
case PROP_SCALE_X:
clutter_actor_set_scale (actor,
g_value_get_double (value),
priv->scale_y);
break;
case PROP_SCALE_Y:
clutter_actor_set_scale (actor,
priv->scale_x,
g_value_get_double (value));
break;
case PROP_SCALE_CENTER_X:
{
gfloat center_x = g_value_get_float (value);
gfloat center_y;
clutter_anchor_coord_get_units (actor, &priv->scale_center,
NULL,
&center_y,
NULL);
clutter_actor_set_scale_full (actor,
priv->scale_x,
priv->scale_y,
center_x,
center_y);
}
break;
case PROP_SCALE_CENTER_Y:
{
gfloat center_y = g_value_get_float (value);
gfloat center_x;
clutter_anchor_coord_get_units (actor, &priv->scale_center,
&center_x,
NULL,
NULL);
clutter_actor_set_scale_full (actor,
priv->scale_x,
priv->scale_y,
center_x,
center_y);
}
break;
case PROP_SCALE_GRAVITY:
clutter_actor_set_scale_with_gravity (actor,
priv->scale_x,
priv->scale_y,
g_value_get_enum (value));
break;
case PROP_CLIP:
{
const ClutterGeometry *geom = g_value_get_boxed (value);
clutter_actor_set_clip (actor,
geom->x, geom->y,
geom->width, geom->height);
}
break;
case PROP_CLIP_TO_ALLOCATION:
if (priv->clip_to_allocation != g_value_get_boolean (value))
{
priv->clip_to_allocation = g_value_get_boolean (value);
clutter_actor_queue_redraw (actor);
}
break;
case PROP_REACTIVE:
clutter_actor_set_reactive (actor, g_value_get_boolean (value));
break;
case PROP_ROTATION_ANGLE_X:
clutter_actor_set_rotation_internal (actor,
CLUTTER_X_AXIS,
g_value_get_double (value));
break;
case PROP_ROTATION_ANGLE_Y:
clutter_actor_set_rotation_internal (actor,
CLUTTER_Y_AXIS,
g_value_get_double (value));
break;
case PROP_ROTATION_ANGLE_Z:
clutter_actor_set_rotation_internal (actor,
CLUTTER_Z_AXIS,
g_value_get_double (value));
break;
case PROP_ROTATION_CENTER_X:
{
const ClutterVertex *center;
if ((center = g_value_get_boxed (value)))
clutter_actor_set_rotation (actor,
CLUTTER_X_AXIS,
priv->rxang,
center->x,
center->y,
center->z);
}
break;
case PROP_ROTATION_CENTER_Y:
{
const ClutterVertex *center;
if ((center = g_value_get_boxed (value)))
clutter_actor_set_rotation (actor,
CLUTTER_Y_AXIS,
priv->ryang,
center->x,
center->y,
center->z);
}
break;
case PROP_ROTATION_CENTER_Z:
{
const ClutterVertex *center;
if ((center = g_value_get_boxed (value)))
clutter_actor_set_rotation (actor,
CLUTTER_Z_AXIS,
priv->rzang,
center->x,
center->y,
center->z);
}
break;
case PROP_ROTATION_CENTER_Z_GRAVITY:
clutter_actor_set_z_rotation_from_gravity (actor, priv->rzang,
g_value_get_enum (value));
break;
case PROP_ANCHOR_X:
{
gfloat anchor_x = g_value_get_float (value);
gfloat anchor_y;
clutter_anchor_coord_get_units (actor, &priv->anchor,
NULL,
&anchor_y,
NULL);
clutter_actor_set_anchor_point (actor, anchor_x, anchor_y);
}
break;
case PROP_ANCHOR_Y:
{
gfloat anchor_y = g_value_get_float (value);
gfloat anchor_x;
clutter_anchor_coord_get_units (actor, &priv->anchor,
&anchor_x,
NULL,
NULL);
clutter_actor_set_anchor_point (actor, anchor_x, anchor_y);
}
break;
case PROP_ANCHOR_GRAVITY:
clutter_actor_set_anchor_point_from_gravity (actor,
g_value_get_enum (value));
break;
case PROP_SHOW_ON_SET_PARENT:
priv->show_on_set_parent = g_value_get_boolean (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_actor_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterActor *actor = CLUTTER_ACTOR (object);
ClutterActorPrivate *priv = actor->priv;
switch (prop_id)
{
case PROP_X:
g_value_set_float (value, clutter_actor_get_x (actor));
break;
case PROP_Y:
g_value_set_float (value, clutter_actor_get_y (actor));
break;
case PROP_WIDTH:
g_value_set_float (value, clutter_actor_get_width (actor));
break;
case PROP_HEIGHT:
g_value_set_float (value, clutter_actor_get_height (actor));
break;
case PROP_FIXED_X:
g_value_set_float (value, priv->fixed_x);
break;
case PROP_FIXED_Y:
g_value_set_float (value, priv->fixed_y);
break;
case PROP_FIXED_POSITION_SET:
g_value_set_boolean (value, priv->position_set);
break;
case PROP_MIN_WIDTH:
g_value_set_float (value, priv->request_min_width);
break;
case PROP_MIN_HEIGHT:
g_value_set_float (value, priv->request_min_height);
break;
case PROP_NATURAL_WIDTH:
g_value_set_float (value, priv->request_natural_width);
break;
case PROP_NATURAL_HEIGHT:
g_value_set_float (value, priv->request_natural_height);
break;
case PROP_MIN_WIDTH_SET:
g_value_set_boolean (value, priv->min_width_set);
break;
case PROP_MIN_HEIGHT_SET:
g_value_set_boolean (value, priv->min_height_set);
break;
case PROP_NATURAL_WIDTH_SET:
g_value_set_boolean (value, priv->natural_width_set);
break;
case PROP_NATURAL_HEIGHT_SET:
g_value_set_boolean (value, priv->natural_height_set);
break;
case PROP_REQUEST_MODE:
g_value_set_enum (value, priv->request_mode);
break;
case PROP_ALLOCATION:
g_value_set_boxed (value, &priv->allocation);
break;
case PROP_DEPTH:
g_value_set_float (value, clutter_actor_get_depth (actor));
break;
case PROP_OPACITY:
g_value_set_uchar (value, priv->opacity);
break;
case PROP_NAME:
g_value_set_string (value, priv->name);
break;
case PROP_VISIBLE:
g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor));
break;
case PROP_MAPPED:
g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
break;
case PROP_REALIZED:
g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
break;
case PROP_HAS_CLIP:
g_value_set_boolean (value, priv->has_clip);
break;
case PROP_CLIP:
{
ClutterGeometry clip = { 0, };
clip.x = priv->clip[0];
clip.y = priv->clip[1];
clip.width = priv->clip[2];
clip.height = priv->clip[3];
g_value_set_boxed (value, &clip);
}
break;
case PROP_CLIP_TO_ALLOCATION:
g_value_set_boolean (value, priv->clip_to_allocation);
break;
case PROP_SCALE_X:
g_value_set_double (value, priv->scale_x);
break;
case PROP_SCALE_Y:
g_value_set_double (value, priv->scale_y);
break;
case PROP_SCALE_CENTER_X:
{
gfloat center;
clutter_actor_get_scale_center (actor, &center, NULL);
g_value_set_float (value, center);
}
break;
case PROP_SCALE_CENTER_Y:
{
gfloat center;
clutter_actor_get_scale_center (actor, NULL, &center);
g_value_set_float (value, center);
}
break;
case PROP_SCALE_GRAVITY:
g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
break;
case PROP_REACTIVE:
g_value_set_boolean (value, clutter_actor_get_reactive (actor));
break;
case PROP_ROTATION_ANGLE_X:
g_value_set_double (value, priv->rxang);
break;
case PROP_ROTATION_ANGLE_Y:
g_value_set_double (value, priv->ryang);
break;
case PROP_ROTATION_ANGLE_Z:
g_value_set_double (value, priv->rzang);
break;
case PROP_ROTATION_CENTER_X:
{
ClutterVertex center;
clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
&center.x,
&center.y,
&center.z);
g_value_set_boxed (value, &center);
}
break;
case PROP_ROTATION_CENTER_Y:
{
ClutterVertex center;
clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
&center.x,
&center.y,
&center.z);
g_value_set_boxed (value, &center);
}
break;
case PROP_ROTATION_CENTER_Z:
{
ClutterVertex center;
clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
&center.x,
&center.y,
&center.z);
g_value_set_boxed (value, &center);
}
break;
case PROP_ROTATION_CENTER_Z_GRAVITY:
g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
break;
case PROP_ANCHOR_X:
{
gfloat anchor_x;
clutter_anchor_coord_get_units (actor, &priv->anchor,
&anchor_x,
NULL,
NULL);
g_value_set_float (value, anchor_x);
}
break;
case PROP_ANCHOR_Y:
{
gfloat anchor_y;
clutter_anchor_coord_get_units (actor, &priv->anchor,
NULL,
&anchor_y,
NULL);
g_value_set_float (value, anchor_y);
}
break;
case PROP_ANCHOR_GRAVITY:
g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
break;
case PROP_SHOW_ON_SET_PARENT:
g_value_set_boolean (value, priv->show_on_set_parent);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_actor_dispose (GObject *object)
{
ClutterActor *self = CLUTTER_ACTOR (object);
ClutterActorPrivate *priv = self->priv;
CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)",
self->priv->id,
g_type_name (G_OBJECT_TYPE (self)),
object->ref_count);
/* avoid recursing when called from clutter_actor_destroy() */
if (priv->parent_actor != NULL)
{
ClutterActor *parent = priv->parent_actor;
if (CLUTTER_IS_CONTAINER (parent))
clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
else
priv->parent_actor = NULL;
}
/* parent should be gone */
g_assert (priv->parent_actor == NULL);
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL))
{
/* can't be mapped or realized with no parent */
g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
}
destroy_shader_data (self);
if (priv->pango_context)
{
g_object_unref (priv->pango_context);
priv->pango_context = NULL;
}
g_signal_emit (self, actor_signals[DESTROY], 0);
G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
}
static void
clutter_actor_finalize (GObject *object)
{
ClutterActor *actor = CLUTTER_ACTOR (object);
CLUTTER_NOTE (MISC, "Finalize object (id=%d) of type '%s'",
actor->priv->id,
g_type_name (G_OBJECT_TYPE (actor)));
g_free (actor->priv->name);
clutter_id_pool_remove (CLUTTER_CONTEXT()->id_pool, actor->priv->id);
G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
}
static void
clutter_actor_class_init (ClutterActorClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
GParamSpec *pspec;
object_class->set_property = clutter_actor_set_property;
object_class->get_property = clutter_actor_get_property;
object_class->dispose = clutter_actor_dispose;
object_class->finalize = clutter_actor_finalize;
g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
/**
* ClutterActor:x:
*
* X coordinate of the actor in pixels. If written, forces a fixed
* position for the actor. If read, returns the fixed position if any,
* otherwise the allocation if available, otherwise 0.
*/
pspec = g_param_spec_float ("x",
"X coordinate",
"X coordinate of the actor",
-G_MAXFLOAT, G_MAXFLOAT,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_X, pspec);
/**
* ClutterActor:y:
*
* Y coordinate of the actor in pixels. If written, forces a fixed
* position for the actor. If read, returns the fixed position if
* any, otherwise the allocation if available, otherwise 0.
*/
pspec = g_param_spec_float ("y",
"Y coordinate",
"Y coordinate of the actor",
-G_MAXFLOAT, G_MAXFLOAT,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_Y, pspec);
/**
* ClutterActor:width:
*
* Width of the actor (in pixels). If written, forces the minimum and
* natural size request of the actor to the given width. If read, returns
* the allocated width if available, otherwise the width request.
*/
pspec = g_param_spec_float ("width",
"Width",
"Width of the actor",
0.0, G_MAXFLOAT,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_WIDTH, pspec);
/**
* ClutterActor:height:
*
* Height of the actor (in pixels). If written, forces the minimum and
* natural size request of the actor to the given height. If read, returns
* the allocated height if available, otherwise the height request.
*/
pspec = g_param_spec_float ("height",
"Height",
"Height of the actor",
0.0, G_MAXFLOAT,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_HEIGHT, pspec);
/**
* ClutterActor:fixed-x:
*
* The fixed X position of the actor in pixels.
*
* Writing this property sets #ClutterActor:fixed-position-set
* property as well, as a side effect
*
* Since: 0.8
*/
pspec = g_param_spec_float ("fixed-x",
"Fixed X",
"Forced X position of the actor",
-G_MAXFLOAT, G_MAXFLOAT,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_FIXED_X, pspec);
/**
* ClutterActor:fixed-y:
*
* The fixed Y position of the actor in pixels.
*
* Writing this property sets the #ClutterActor:fixed-position-set
* property as well, as a side effect
*
* Since: 0.8
*/
pspec = g_param_spec_float ("fixed-y",
"Fixed Y",
"Forced Y position of the actor",
-G_MAXFLOAT, G_MAXFLOAT,
0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_FIXED_Y, pspec);
/**
* ClutterActor:fixed-position-set:
*
* This flag controls whether the #ClutterActor:fixed-x and
* #ClutterActor:fixed-y properties are used
*
* Since: 0.8
*/
pspec = g_param_spec_boolean ("fixed-position-set",
"Fixed position set",
"Whether to use fixed positioning "
"for the actor",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_FIXED_POSITION_SET,
pspec);
/**
* ClutterActor:min-width:
*
* A forced minimum width request for the actor, in pixels
*
* Writing this property sets the #ClutterActor:min-width-set property
* as well, as a side effect.
*
*This property overrides the usual width request of the actor.
*
* Since: 0.8
*/
pspec = g_param_spec_float ("min-width",
"Min Width",
"Forced minimum width request for the actor",
0.0, G_MAXFLOAT,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_MIN_WIDTH, pspec);
/**
* ClutterActor:min-height:
*
* A forced minimum height request for the actor, in pixels
*
* Writing this property sets the #ClutterActor:min-height-set property
* as well, as a side effect. This property overrides the usual height
* request of the actor.
*
* Since: 0.8
*/
pspec = g_param_spec_float ("min-height",
"Min Height",
"Forced minimum height request for the actor",
0.0, G_MAXFLOAT,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_MIN_HEIGHT, pspec);
/**
* ClutterActor:natural-width:
*
* A forced natural width request for the actor, in pixels
*
* Writing this property sets the #ClutterActor:natural-width-set
* property as well, as a side effect. This property overrides the
* usual width request of the actor
*
* Since: 0.8
*/
pspec = g_param_spec_float ("natural-width",
"Natural Width",
"Forced natural width request for the actor",
0.0, G_MAXFLOAT,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_NATURAL_WIDTH, pspec);
/**
* ClutterActor:natural-height:
*
* A forced natural height request for the actor, in pixels
*
* Writing this property sets the #ClutterActor:natural-height-set
* property as well, as a side effect. This property overrides the
* usual height request of the actor
*
* Since: 0.8
*/
pspec = g_param_spec_float ("natural-height",
"Natural Height",
"Forced natural height request for the actor",
0.0, G_MAXFLOAT,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_NATURAL_HEIGHT, pspec);
/**
* ClutterActor:min-width-set:
*
* This flag controls whether the #ClutterActor:min-width property
* is used
*
* Since: 0.8
*/
pspec = g_param_spec_boolean ("min-width-set",
"Minimum width set",
"Whether to use the min-width property",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_MIN_WIDTH_SET, pspec);
/**
* ClutterActor:min-height-set:
*
* This flag controls whether the #ClutterActor:min-height property
* is used
*
* Since: 0.8
*/
pspec = g_param_spec_boolean ("min-height-set",
"Minimum height set",
"Whether to use the min-height property",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_MIN_HEIGHT_SET, pspec);
/**
* ClutterActor:natural-width-set:
*
* This flag controls whether the #ClutterActor:natural-width property
* is used
*
* Since: 0.8
*/
pspec = g_param_spec_boolean ("natural-width-set",
"Natural width set",
"Whether to use the natural-width property",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_NATURAL_WIDTH_SET,
pspec);
/**
* ClutterActor:natural-height-set:
*
* This flag controls whether the #ClutterActor:natural-height property
* is used
*
* Since: 0.8
*/
pspec = g_param_spec_boolean ("natural-height-set",
"Natural height set",
"Whether to use the natural-height property",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_NATURAL_HEIGHT_SET,
pspec);
/**
* ClutterActor:allocation:
*
* The allocation for the actor, in pixels
*
* This is property is read-only, but you might monitor it to know when an
* actor moves or resizes
*
* Since: 0.8
*/
pspec = g_param_spec_boxed ("allocation",
"Allocation",
"The actor's allocation",
CLUTTER_TYPE_ACTOR_BOX,
CLUTTER_PARAM_READABLE);
g_object_class_install_property (object_class, PROP_ALLOCATION, pspec);
/**
* ClutterActor:request-mode:
*
* Request mode for the #ClutterActor. The request mode determines the
* type of geometry management used by the actor, either height for width
* (the default) or width for height.
*
* For actors implementing height for width, the parent container should get
* the preferred width first, and then the preferred height for that width.
*
* For actors implementing width for height, the parent container should get
* the preferred height first, and then the preferred width for that height.
*
* For instance:
*
* |[
* ClutterRequestMode mode;
* gfloat natural_width, min_width;
* gfloat natural_height, min_height;
*
* g_object_get (G_OBJECT (child), "request-mode", &amp;mode, NULL);
* if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
* {
* clutter_actor_get_preferred_width (child, -1,
* &amp;min_width,
* &amp;natural_width);
* clutter_actor_get_preferred_height (child, natural_width,
* &amp;min_height,
* &amp;natural_height);
* }
* else
* {
* clutter_actor_get_preferred_height (child, -1,
* &amp;min_height,
* &amp;natural_height);
* clutter_actor_get_preferred_width (child, natural_height,
* &amp;min_width,
* &amp;natural_width);
* }
* ]|
*
* will retrieve the minimum and natural width and height depending on the
* preferred request mode of the #ClutterActor "child".
*
* The clutter_actor_get_preferred_size() function will implement this
* check for you.
*
* Since: 0.8
*/
pspec = g_param_spec_enum ("request-mode",
"Request Mode",
"The actor's request mode",
CLUTTER_TYPE_REQUEST_MODE,
CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_REQUEST_MODE, pspec);
/**
* ClutterActor:depth:
*
* The position of the actor on the Z axis
*
* Since: 0.6
*/
pspec = g_param_spec_float ("depth",
"Depth",
"Position on the Z axis",
-G_MAXFLOAT, G_MAXFLOAT,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_DEPTH, pspec);
/**
* ClutterActor:opacity:
*
* Opacity of the actor, between 0 (fully transparent) and
* 255 (fully opaque)
*/
pspec = g_param_spec_uchar ("opacity",
"Opacity",
"Opacity of actor",
0, 255,
255,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_OPACITY, pspec);
/**
* ClutterActor:visible:
*
* Whether the actor is set to be visible or not
*
* See also #ClutterActor:mapped
*/
pspec = g_param_spec_boolean ("visible",
"Visible",
"Whether the actor is visible or not",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_VISIBLE, pspec);
/**
* ClutterActor:mapped:
*
* Whether the actor is mapped (will be painted when the stage
* to which it belongs is mapped)
*
* Since: 1.0
*/
pspec = g_param_spec_boolean ("mapped",
"Mapped",
"Whether the actor will be painted",
FALSE,
CLUTTER_PARAM_READABLE);
g_object_class_install_property (object_class, PROP_MAPPED, pspec);
/**
* ClutterActor:realized:
*
* Whether the actor has been realized
*
* Since: 1.0
*/
pspec = g_param_spec_boolean ("realized",
"Realized",
"Whether the actor has been realized",
FALSE,
CLUTTER_PARAM_READABLE);
g_object_class_install_property (object_class, PROP_REALIZED, pspec);
/**
* ClutterActor:reactive:
*
* Whether the actor is reactive to events or not
*
* Only reactive actors will emit event-related signals
*
* Since: 0.6
*/
pspec = g_param_spec_boolean ("reactive",
"Reactive",
"Whether the actor is reactive to events",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_REACTIVE, pspec);
/**
* ClutterActor:has-clip:
*
* Whether the actor has the #ClutterActor:clip property set or not
*/
pspec = g_param_spec_boolean ("has-clip",
"Has Clip",
"Whether the actor has a clip set",
FALSE,
CLUTTER_PARAM_READABLE);
g_object_class_install_property (object_class, PROP_HAS_CLIP, pspec);
/**
* ClutterActor:clip:
*
* The clip region for the actor, in actor-relative coordinates
*
* Every part of the actor outside the clip region will not be
* painted
*/
pspec = g_param_spec_boxed ("clip",
"Clip",
"The clip region for the actor",
CLUTTER_TYPE_GEOMETRY,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_CLIP, pspec);
/**
* ClutterActor:name:
*
* The name of the actor
*
* Since: 0.2
*/
pspec = g_param_spec_string ("name",
"Name",
"Name of the actor",
NULL,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_NAME, pspec);
/**
* ClutterActor:scale-x:
*
* The horizontal scale of the actor
*
* Since: 0.6
*/
pspec = g_param_spec_double ("scale-x",
"Scale X",
"Scale factor on the X axis",
0.0, G_MAXDOUBLE,
1.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_SCALE_X, pspec);
/**
* ClutterActor:scale-y:
*
* The vertical scale of the actor
*
* Since: 0.6
*/
pspec = g_param_spec_double ("scale-y",
"Scale Y",
"Scale factor on the Y axis",
0.0, G_MAXDOUBLE,
1.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_SCALE_Y, pspec);
/**
* ClutterActor:scale-center-x:
*
* The horizontal center point for scaling
*
* Since: 1.0
*/
pspec = g_param_spec_float ("scale-center-x",
"Scale-Center-X",
"Horizontal scale center",
-G_MAXFLOAT, G_MAXFLOAT,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_SCALE_CENTER_X, pspec);
/**
* ClutterActor:scale-center-y:
*
* The vertical center point for scaling
*
* Since: 1.0
*/
pspec = g_param_spec_float ("scale-center-y",
"Scale-Center-Y",
"Vertical scale center",
-G_MAXFLOAT, G_MAXFLOAT,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_SCALE_CENTER_Y, pspec);
/**
* ClutterActor:scale-gravity:
*
* The center point for scaling expressed as a #ClutterGravity
*
* Since: 1.0
*/
pspec = g_param_spec_enum ("scale-gravity",
"Scale-Gravity",
"The center of scaling",
CLUTTER_TYPE_GRAVITY,
CLUTTER_GRAVITY_NONE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_SCALE_GRAVITY,
pspec);
/**
* ClutterActor:rotation-angle-x:
*
* The rotation angle on the X axis
*
* Since: 0.6
*/
pspec = g_param_spec_double ("rotation-angle-x",
"Rotation Angle X",
"The rotation angle on the X axis",
-G_MAXDOUBLE, G_MAXDOUBLE,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_ROTATION_ANGLE_X, pspec);
/**
* ClutterActor:rotation-angle-y:
*
* The rotation angle on the Y axis
*
* Since: 0.6
*/
pspec = g_param_spec_double ("rotation-angle-y",
"Rotation Angle Y",
"The rotation angle on the Y axis",
-G_MAXDOUBLE, G_MAXDOUBLE,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_ROTATION_ANGLE_Y, pspec);
/**
* ClutterActor:rotation-angle-z:
*
* The rotation angle on the Z axis
*
* Since: 0.6
*/
pspec = g_param_spec_double ("rotation-angle-z",
"Rotation Angle Z",
"The rotation angle on the Z axis",
-G_MAXDOUBLE, G_MAXDOUBLE,
0.0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_ROTATION_ANGLE_Z, pspec);
/**
* ClutterActor:rotation-center-x:
*
* The rotation center on the X axis.
*
* Since: 0.6
*/
pspec = g_param_spec_boxed ("rotation-center-x",
"Rotation Center X",
"The rotation center on the X axis",
CLUTTER_TYPE_VERTEX,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_ROTATION_CENTER_X,
pspec);
/**
* ClutterActor:rotation-center-y:
*
* The rotation center on the Y axis.
*
* Since: 0.6
*/
pspec = g_param_spec_boxed ("rotation-center-y",
"Rotation Center Y",
"The rotation center on the Y axis",
CLUTTER_TYPE_VERTEX,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_ROTATION_CENTER_Y,
pspec);
/**
* ClutterActor:rotation-center-z:
*
* The rotation center on the Z axis.
*
* Since: 0.6
*/
pspec = g_param_spec_boxed ("rotation-center-z",
"Rotation Center Z",
"The rotation center on the Z axis",
CLUTTER_TYPE_VERTEX,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_ROTATION_CENTER_Z,
pspec);
/**
* ClutterActor:rotation-center-z-gravity:
*
* The rotation center on the Z axis expressed as a #ClutterGravity.
*
* Since: 1.0
*/
pspec = g_param_spec_enum ("rotation-center-z-gravity",
"Rotation-Center-Z-Gravity",
"Center point for rotation around the Z axis",
CLUTTER_TYPE_GRAVITY,
CLUTTER_GRAVITY_NONE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_ROTATION_CENTER_Z_GRAVITY,
pspec);
/**
* ClutterActor:anchor-x:
*
* The X coordinate of an actor's anchor point, relative to
* the actor coordinate space, in pixels
*
* Since: 0.8
*/
pspec = g_param_spec_float ("anchor-x",
"Anchor X",
"X coordinate of the anchor point",
-G_MAXFLOAT, G_MAXFLOAT,
0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_ANCHOR_X, pspec);
/**
* ClutterActor:anchor-y:
*
* The Y coordinate of an actor's anchor point, relative to
* the actor coordinate space, in pixels
*
* Since: 0.8
*/
pspec = g_param_spec_float ("anchor-y",
"Anchor Y",
"Y coordinate of the anchor point",
-G_MAXFLOAT, G_MAXFLOAT,
0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_ANCHOR_Y, pspec);
/**
* ClutterActor:anchor-gravity:
*
* The anchor point expressed as a #ClutterGravity
*
* Since: 1.0
*/
pspec = g_param_spec_enum ("anchor-gravity",
"Anchor-Gravity",
"The anchor point as a ClutterGravity",
CLUTTER_TYPE_GRAVITY,
CLUTTER_GRAVITY_NONE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_ANCHOR_GRAVITY, pspec);
/**
* ClutterActor:show-on-set-parent:
*
* If %TRUE, the actor is automatically shown when parented.
*
* Calling clutter_actor_hide() on an actor which has not been
* parented will set this property to %FALSE as a side effect.
*
* Since: 0.8
*/
pspec = g_param_spec_boolean ("show-on-set-parent",
"Show on set parent",
"Whether the actor is shown when parented",
TRUE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_SHOW_ON_SET_PARENT,
pspec);
/**
* ClutterActor:clip-to-allocation:
*
* Whether the clip region should track the allocated area
* of the actor.
*
* This property is ignored if a clip area has been explicitly
* set using clutter_actor_set_clip().
*
* Since: 1.0
*/
pspec = g_param_spec_boolean ("clip-to-allocation",
"Clip to Allocation",
"Sets the clip region to track the "
"actor's allocation",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class,
PROP_CLIP_TO_ALLOCATION,
pspec);
/**
* ClutterActor::destroy:
* @actor: the object which received the signal
*
* The ::destroy signal is emitted when an actor is destroyed,
* either by direct invocation of clutter_actor_destroy() or
* when the #ClutterGroup that contains the actor is destroyed.
*
* Since: 0.2
*/
actor_signals[DESTROY] =
g_signal_new (I_("destroy"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
G_STRUCT_OFFSET (ClutterActorClass, destroy),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::show:
* @actor: the object which received the signal
*
* The ::show signal is emitted when an actor is visible and
* rendered on the stage.
*
* Since: 0.2
*/
actor_signals[SHOW] =
g_signal_new (I_("show"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterActorClass, show),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::hide:
* @actor: the object which received the signal
*
* The ::hide signal is emitted when an actor is no longer rendered
* on the stage.
*
* Since: 0.2
*/
actor_signals[HIDE] =
g_signal_new (I_("hide"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterActorClass, hide),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::parent-set:
* @actor: the object which received the signal
* @old_parent: the previous parent of the actor, or %NULL
*
* This signal is emitted when the parent of the actor changes.
*
* Since: 0.2
*/
actor_signals[PARENT_SET] =
g_signal_new (I_("parent-set"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, parent_set),
NULL, NULL,
clutter_marshal_VOID__OBJECT,
G_TYPE_NONE, 1,
CLUTTER_TYPE_ACTOR);
/**
* ClutterActor::queue-redraw:
* @actor: the actor we're bubbling the redraw request through
* @origin: the actor which initiated the redraw request
*
* The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
* is called on @origin.
*
* The default implementation for #ClutterActor chains up to the
* parent actor and queues a redraw on the parent, thus "bubbling"
* the redraw queue up through the actor graph. The default
* implementation for #ClutterStage queues a clutter_redraw() in a
* main loop idle handler.
*
* Note that the @origin actor may be the stage, or a container; it
* does not have to be a leaf node in the actor graph.
*
* Toolkits embedding a #ClutterStage which require a redraw and
* relayout cycle can stop the emission of this signal using the
* GSignal API, redraw the UI and then call clutter_redraw()
* themselves, like:
*
* |[
* static void
* on_redraw_complete (void)
* {
* /&ast; execute the Clutter drawing pipeline &ast;/
* clutter_redraw ();
* }
*
* static void
* on_stage_queue_redraw (ClutterStage *stage)
* {
* /&ast; this prevents the default handler to run &ast;/
* g_signal_stop_emission_by_name (stage, "queue-redraw");
*
* /&ast; queue a redraw with the host toolkit and call
* &ast; a function when the redraw has been completed
* &ast;/
* queue_a_redraw (G_CALLBACK (on_redraw_complete));
* }
* ]|
*
* <note><para>This signal is emitted before the Clutter paint
* pipeline is executed. If you want to know when the pipeline has
* been completed you should connect to the ::paint signal on the
* Stage with g_signal_connect_after().</para></note>
*
* Since: 1.0
*/
actor_signals[QUEUE_REDRAW] =
g_signal_new (I_("queue-redraw"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
NULL, NULL,
clutter_marshal_VOID__OBJECT,
G_TYPE_NONE, 1,
CLUTTER_TYPE_ACTOR);
/**
* ClutterActor::queue-relayout
* @actor: the actor being queued for relayout
*
* The ::queue_layout signal is emitted when clutter_actor_queue_relayout()
* is called on an actor.
*
* The default implementation for #ClutterActor chains up to the
* parent actor and queues a relayout on the parent, thus "bubbling"
* the relayout queue up through the actor graph.
*
* The main purpose of this signal is to allow relayout to be propagated
* properly in the procense of #ClutterClone actors. Applications will
* not normally need to connect to this signal.
*
* Since: 1.2
*/
actor_signals[QUEUE_RELAYOUT] =
g_signal_new (I_("queue-relayout"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, queue_relayout),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::event:
* @actor: the actor which received the event
* @event: a #ClutterEvent
*
* The ::event signal is emitted each time an event is received
* by the @actor. This signal will be emitted on every actor,
* following the hierarchy chain, until it reaches the top-level
* container (the #ClutterStage).
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[EVENT] =
g_signal_new (I_("event"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::button-press-event:
* @actor: the actor which received the event
* @event: a #ClutterButtonEvent
*
* The ::button-press-event signal is emitted each time a mouse button
* is pressed on @actor.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[BUTTON_PRESS_EVENT] =
g_signal_new (I_("button-press-event"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::button-release-event:
* @actor: the actor which received the event
* @event: a #ClutterButtonEvent
*
* The ::button-release-event signal is emitted each time a mouse button
* is released on @actor.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[BUTTON_RELEASE_EVENT] =
g_signal_new (I_("button-release-event"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::scroll-event:
* @actor: the actor which received the event
* @event: a #ClutterScrollEvent
*
* The ::scroll-event signal is emitted each time the mouse is
* scrolled on @actor
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[SCROLL_EVENT] =
g_signal_new (I_("scroll-event"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::key-press-event:
* @actor: the actor which received the event
* @event: a #ClutterKeyEvent
*
* The ::key-press-event signal is emitted each time a keyboard button
* is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[KEY_PRESS_EVENT] =
g_signal_new (I_("key-press-event"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::key-release-event:
* @actor: the actor which received the event
* @event: a #ClutterKeyEvent
*
* The ::key-release-event signal is emitted each time a keyboard button
* is released while @actor has key focus (see
* clutter_stage_set_key_focus()).
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[KEY_RELEASE_EVENT] =
g_signal_new (I_("key-release-event"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::motion-event:
* @actor: the actor which received the event
* @event: a #ClutterMotionEvent
*
* The ::motion-event signal is emitted each time the mouse pointer is
* moved over @actor.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[MOTION_EVENT] =
g_signal_new (I_("motion-event"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, motion_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::key-focus-in:
* @actor: the actor which now has key focus
*
* The ::focus-in signal is emitted when @actor recieves key focus.
*
* Since: 0.6
*/
actor_signals[KEY_FOCUS_IN] =
g_signal_new (I_("key-focus-in"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::key-focus-out:
* @actor: the actor which now has key focus
*
* The ::key-focus-out signal is emitted when @actor loses key focus.
*
* Since: 0.6
*/
actor_signals[KEY_FOCUS_OUT] =
g_signal_new (I_("key-focus-out"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, key_focus_out),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::enter-event:
* @actor: the actor which the pointer has entered.
* @event: a #ClutterCrossingEvent
*
* The ::enter-event signal is emitted when the pointer enters the @actor
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[ENTER_EVENT] =
g_signal_new (I_("enter-event"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, enter_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::leave-event:
* @actor: the actor which the pointer has left
* @event: a #ClutterCrossingEvent
*
* The ::leave-event signal is emitted when the pointer leaves the @actor.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[LEAVE_EVENT] =
g_signal_new (I_("leave-event"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, leave_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::captured-event:
* @actor: the actor which received the signal
* @event: a #ClutterEvent
*
* The ::captured-event signal is emitted when an event is captured
* by Clutter. This signal will be emitted starting from the top-level
* container (the #ClutterStage) to the actor which received the event
* going down the hierarchy. This signal can be used to intercept every
* event before the specialized events (like
* ClutterActor::button-press-event or ::key-released-event) are
* emitted.
*
* Return value: %TRUE if the event has been handled by the actor,
* or %FALSE to continue the emission.
*
* Since: 0.6
*/
actor_signals[CAPTURED_EVENT] =
g_signal_new (I_("captured-event"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, captured_event),
_clutter_boolean_handled_accumulator, NULL,
clutter_marshal_BOOLEAN__BOXED,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
/**
* ClutterActor::paint:
* @actor: the #ClutterActor that received the signal
*
* The ::paint signal is emitted each time an actor is being painted.
*
* Subclasses of #ClutterActor should override the class signal handler
* and paint themselves in that function.
*
* It is possible to connect a handler to the ::paint signal in order
* to set up some custom aspect of a paint.
*
* Since: 0.8
*/
actor_signals[PAINT] =
g_signal_new (I_("paint"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, paint),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::realize:
* @actor: the #ClutterActor that received the signal
*
* The ::realize signal is emitted each time an actor is being
* realized.
*
* Since: 0.8
*/
actor_signals[REALIZE] =
g_signal_new (I_("realize"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, realize),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::unrealize:
* @actor: the #ClutterActor that received the signal
*
* The ::unrealize signal is emitted each time an actor is being
* unrealized.
*
* Since: 0.8
*/
actor_signals[UNREALIZE] =
g_signal_new (I_("unrealize"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, unrealize),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterActor::map:
* @actor: the #ClutterActor to map
*
* The ::map virtual functon must be overridden in order to call
* clutter_actor_map() on any child actors if the actor is not a
* #ClutterContainer. When overriding, it is mandatory to chain up
* to the parent implementation.
*
* Since: 1.0
*/
/**
* ClutterActor::unmap:
* @actor: the #ClutterActor to unmap
*
* The ::unmap virtual functon must be overridden in order to call
* clutter_actor_unmap() on any child actors if the actor is not a
* #ClutterContainer. When overriding, it is mandatory to chain up
* to the parent implementation.
*
* Since: 1.0
*/
/**
* ClutterActor::pick:
* @actor: the #ClutterActor that received the signal
* @color: the #ClutterColor to be used when picking
*
* The ::pick signal is emitted each time an actor is being painted
* in "pick mode". The pick mode is used to identify the actor during
* the event handling phase, or by clutter_stage_get_actor_at_pos().
* The actor should paint its shape using the passed @pick_color.
*
* Subclasses of #ClutterActor should override the class signal handler
* and paint themselves in that function.
*
* It is possible to connect a handler to the ::pick signal in order
* to set up some custom aspect of a paint in pick mode.
*
* Since: 1.0
*/
actor_signals[PICK] =
g_signal_new (I_("pick"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterActorClass, pick),
NULL, NULL,
clutter_marshal_VOID__BOXED,
G_TYPE_NONE, 1,
CLUTTER_TYPE_COLOR);
/**
* ClutterActor::allocation-changed:
* @actor: the #ClutterActor that emitted the signal
* @box: a #ClutterActorBox with the new allocation
* @flags: #ClutterAllocationFlags for the allocation
*
* The ::allocation-changed signal is emitted when the
* #ClutterActor:allocation property changes. Usually, application
* code should just use the notifications for the :allocation property
* but if you want to track the allocation flags as well, for instance
* to know whether the absolute origin of @actor changed, then you might
* want use this signal instead.
*
* Since: 1.0
*/
actor_signals[ALLOCATION_CHANGED] =
g_signal_new (I_("allocation-changed"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
0,
NULL, NULL,
clutter_marshal_VOID__BOXED_FLAGS,
G_TYPE_NONE, 2,
CLUTTER_TYPE_ACTOR_BOX,
CLUTTER_TYPE_ALLOCATION_FLAGS);
klass->show = clutter_actor_real_show;
klass->show_all = clutter_actor_show;
klass->hide = clutter_actor_real_hide;
klass->hide_all = clutter_actor_hide;
klass->map = clutter_actor_real_map;
klass->unmap = clutter_actor_real_unmap;
klass->unrealize = clutter_actor_real_unrealize;
klass->pick = clutter_actor_real_pick;
klass->get_preferred_width = clutter_actor_real_get_preferred_width;
klass->get_preferred_height = clutter_actor_real_get_preferred_height;
klass->allocate = clutter_actor_real_allocate;
klass->queue_redraw = clutter_actor_real_queue_redraw;
klass->queue_relayout = clutter_actor_real_queue_relayout;
klass->apply_transform = clutter_actor_real_apply_transform;
}
static void
clutter_actor_init (ClutterActor *self)
{
ClutterActorPrivate *priv;
self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
priv->parent_actor = NULL;
priv->has_clip = FALSE;
priv->opacity = 0xff;
priv->id = clutter_id_pool_add (CLUTTER_CONTEXT()->id_pool, self);
priv->scale_x = 1.0;
priv->scale_y = 1.0;
priv->shader_data = NULL;
priv->show_on_set_parent = TRUE;
priv->needs_width_request = TRUE;
priv->needs_height_request = TRUE;
priv->needs_allocation = TRUE;
priv->opacity_parent = NULL;
priv->enable_model_view_transform = TRUE;
memset (priv->clip, 0, sizeof (gfloat) * 4);
}
/**
* clutter_actor_destroy:
* @self: a #ClutterActor
*
* Destroys an actor. When an actor is destroyed, it will break any
* references it holds to other objects. If the actor is inside a
* container, the actor will be removed.
*
* When you destroy a container, its children will be destroyed as well.
*
* Note: you cannot destroy the #ClutterStage returned by
* clutter_stage_get_default().
*/
void
clutter_actor_destroy (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_ref (self);
/* avoid recursion while destroying */
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
{
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
/* if we are destroying we want to unrealize ourselves
* first before the dispose run removes the parent
*/
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL))
clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNREALIZED);
g_object_run_dispose (G_OBJECT (self));
CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
}
g_object_unref (self);
}
/**
* clutter_actor_queue_redraw:
* @self: A #ClutterActor
*
* Queues up a redraw of an actor and any children. The redraw occurs
* once the main loop becomes idle (after the current batch of events
* has been processed, roughly).
*
* Applications rarely need to call this, as redraws are handled
* automatically by modification functions.
*
* This function will not do anything if @self is not visible, or
* if the actor is inside an invisible part of the scenegraph.
*
* Also be aware that painting is a NOP for actors with an opacity of
* 0
*/
void
clutter_actor_queue_redraw (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_queue_redraw_with_origin (self, self);
}
/**
* clutter_actor_queue_relayout:
* @self: A #ClutterActor
*
* Indicates that the actor's size request or other layout-affecting
* properties may have changed. This function is used inside #ClutterActor
* subclass implementations, not by applications directly.
*
* Queueing a new layout automatically queues a redraw as well.
*
* Since: 0.8
*/
void
clutter_actor_queue_relayout (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (priv->needs_width_request &&
priv->needs_height_request &&
priv->needs_allocation)
return; /* save some cpu cycles */
g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0);
}
/**
* clutter_actor_get_preferred_size:
* @self: a #ClutterActor
* @min_width_p: (out) (allow-none): return location for the minimum
* width, or %NULL
* @min_height_p: (out) (allow-none): return location for the minimum
* height, or %NULL
* @natural_width_p: (out) (allow-none): return location for the natural
* width, or %NULL
* @natural_height_p: (out) (allow-none): return location for the natural
* height, or %NULL
*
* Computes the preferred minimum and natural size of an actor, taking into
* account the actor's geometry management (either height-for-width
* or width-for-height).
*
* The width and height used to compute the preferred height and preferred
* width are the actor's natural ones.
*
* If you need to control the height for the preferred width, or the width for
* the preferred height, you should use clutter_actor_get_preferred_width()
* and clutter_actor_get_preferred_height(), and check the actor's preferred
* geometry management using the #ClutterActor:request-mode property.
*
* Since: 0.8
*/
void
clutter_actor_get_preferred_size (ClutterActor *self,
gfloat *min_width_p,
gfloat *min_height_p,
gfloat *natural_width_p,
gfloat *natural_height_p)
{
ClutterActorPrivate *priv;
gfloat for_width, for_height;
gfloat min_width, min_height;
gfloat natural_width, natural_height;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
for_width = for_height = 0;
min_width = min_height = 0;
natural_width = natural_height = 0;
if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
{
CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
clutter_actor_get_preferred_width (self, -1,
&min_width,
&natural_width);
clutter_actor_get_preferred_height (self, natural_width,
&min_height,
&natural_height);
}
else
{
CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
clutter_actor_get_preferred_height (self, -1,
&min_height,
&natural_height);
clutter_actor_get_preferred_width (self, natural_height,
&min_width,
&natural_width);
}
if (min_width_p)
*min_width_p = min_width;
if (min_height_p)
*min_height_p = min_height;
if (natural_width_p)
*natural_width_p = natural_width;
if (natural_height_p)
*natural_height_p = natural_height;
}
/**
* clutter_actor_get_preferred_width:
* @self: A #ClutterActor
* @for_height: available height when computing the preferred width,
* or a negative value to indicate that no height is defined
* @min_width_p: (out) (allow-none): return location for minimum width,
* or %NULL
* @natural_width_p: (out) (allow-none): return location for the natural
* width, or %NULL
*
* Computes the requested minimum and natural widths for an actor,
* optionally depending on the specified height, or if they are
* already computed, returns the cached values.
*
* An actor may not get its request - depending on the layout
* manager that's in effect.
*
* A request should not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* Since: 0.8
*/
void
clutter_actor_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
ClutterActorClass *klass;
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
klass = CLUTTER_ACTOR_GET_CLASS (self);
priv = self->priv;
if (priv->needs_width_request ||
priv->request_width_for_height != for_height)
{
gfloat min_width, natural_width;
min_width = natural_width = 0;
CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
klass->get_preferred_width (self, for_height,
&min_width,
&natural_width);
/* Due to accumulated float errors, it's better not to warn
* on this, but just fix it.
*/
if (natural_width < min_width)
natural_width = min_width;
if (!priv->min_width_set)
priv->request_min_width = min_width;
if (!priv->natural_width_set)
priv->request_natural_width = natural_width;
priv->request_width_for_height = for_height;
priv->needs_width_request = FALSE;
}
if (min_width_p)
*min_width_p = priv->request_min_width;
if (natural_width_p)
*natural_width_p = priv->request_natural_width;
}
/**
* clutter_actor_get_preferred_height:
* @self: A #ClutterActor
* @for_width: available width to assume in computing desired height,
* or a negative value to indicate that no width is defined
* @min_height_p: (out) (allow-none): return location for minimum height,
* or %NULL
* @natural_height_p: (out) (allow-none): return location for natural
* height, or %NULL
*
* Computes the requested minimum and natural heights for an actor,
* or if they are already computed, returns the cached values.
*
* An actor may not get its request - depending on the layout
* manager that's in effect.
*
* A request should not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* Since: 0.8
*/
void
clutter_actor_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
ClutterActorClass *klass;
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
klass = CLUTTER_ACTOR_GET_CLASS (self);
priv = self->priv;
if (priv->needs_height_request ||
priv->request_height_for_width != for_width)
{
gfloat min_height, natural_height;
min_height = natural_height = 0;
CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_width);
klass->get_preferred_height (self, for_width,
&min_height,
&natural_height);
/* Due to accumulated float errors, it's better not to warn
* on this, but just fix it.
*/
if (natural_height < min_height)
natural_height = min_height;
if (!priv->min_height_set)
priv->request_min_height = min_height;
if (!priv->natural_height_set)
priv->request_natural_height = natural_height;
priv->request_height_for_width = for_width;
priv->needs_height_request = FALSE;
}
if (min_height_p)
*min_height_p = priv->request_min_height;
if (natural_height_p)
*natural_height_p = priv->request_natural_height;
}
/**
* clutter_actor_get_allocation_box:
* @self: A #ClutterActor
* @box: (out): the function fills this in with the actor's allocation
*
* Gets the layout box an actor has been assigned. The allocation can
* only be assumed valid inside a paint() method; anywhere else, it
* may be out-of-date.
*
* An allocation does not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* <note>Do not call any of the clutter_actor_get_allocation_*() family
* of functions inside the implementation of the get_preferred_width()
* or get_preferred_height() virtual functions.</note>
*
* Since: 0.8
*/
void
clutter_actor_get_allocation_box (ClutterActor *self,
ClutterActorBox *box)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
/* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
* which limits calling get_allocation to inside paint() basically; or
* we can 2) force a layout, which could be expensive if someone calls
* get_allocation somewhere silly; or we can 3) just return the latest
* value, allowing it to be out-of-date, and assume people know what
* they are doing.
*
* The least-surprises approach that keeps existing code working is
* likely to be 2). People can end up doing some inefficient things,
* though, and in general code that requires 2) is probably broken.
*/
/* this implements 2) */
if (G_UNLIKELY (self->priv->needs_allocation))
{
ClutterActor *stage = clutter_actor_get_stage (self);
/* do not queue a relayout on an unparented actor */
if (stage)
_clutter_stage_maybe_relayout (stage);
}
/* commenting out the code above and just keeping this assigment
* implements 3)
*/
*box = self->priv->allocation;
}
/**
* clutter_actor_get_allocation_geometry:
* @self: A #ClutterActor
* @geom: (out): allocation geometry in pixels
*
* Gets the layout box an actor has been assigned. The allocation can
* only be assumed valid inside a paint() method; anywhere else, it
* may be out-of-date.
*
* An allocation does not incorporate the actor's scale or anchor point;
* those transformations do not affect layout, only rendering.
*
* The returned rectangle is in pixels.
*
* Since: 0.8
*/
void
clutter_actor_get_allocation_geometry (ClutterActor *self,
ClutterGeometry *geom)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (geom != NULL);
clutter_actor_get_allocation_box (self, &box);
geom->x = clutter_actor_box_get_x (&box);
geom->y = clutter_actor_box_get_y (&box);
geom->width = clutter_actor_box_get_width (&box);
geom->height = clutter_actor_box_get_height (&box);
}
/**
* clutter_actor_allocate:
* @self: A #ClutterActor
* @box: new allocation of the actor, in parent-relative coordinates
* @flags: flags that control the allocation
*
* Called by the parent of an actor to assign the actor its size.
* Should never be called by applications (except when implementing
* a container or layout manager).
*
* Actors can know from their allocation box whether they have moved
* with respect to their parent actor. The @flags parameter describes
* additional information about the allocation, for instance whether
* the parent has moved with respect to the stage, for example because
* a grandparent's origin has moved.
*
* Since: 0.8
*/
void
clutter_actor_allocate (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
ClutterActorPrivate *priv;
ClutterActorClass *klass;
gboolean child_moved;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
child_moved = (box->x1 != priv->allocation.x1 ||
box->y1 != priv->allocation.y1);
/* If we get an allocation "out of the blue"
* (we did not queue relayout), then we want to
* ignore it. But if we have needs_allocation set,
* we want to guarantee that allocate() virtual
* method is always called, i.e. that queue_relayout()
* always results in an allocate() invocation on
* an actor.
*
* The optimization here is to avoid re-allocating
* actors that did not queue relayout and were
* not moved.
*/
if (!priv->needs_allocation &&
!(flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED) &&
!child_moved &&
box->x2 == priv->allocation.x2 &&
box->y2 == priv->allocation.y2)
{
CLUTTER_NOTE (LAYOUT, "No allocation needed");
return;
}
/* When ABSOLUTE_ORIGIN_CHANGED is passed in to
* clutter_actor_allocate(), it indicates whether the parent has its
* absolute origin moved; when passed in to ClutterActor::allocate()
* virtual method though, it indicates whether the child has its
* absolute origin moved. So we set it when child_moved is TRUE
*/
if (child_moved)
flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED;
klass = CLUTTER_ACTOR_GET_CLASS (self);
klass->allocate (self, box, flags);
}
/**
* clutter_actor_set_geometry:
* @self: A #ClutterActor
* @geometry: A #ClutterGeometry
*
* Sets the actor's fixed position and forces its minimum and natural
* size, in pixels. This means the untransformed actor will have the
* given geometry. This is the same as calling clutter_actor_set_position()
* and clutter_actor_set_size().
*/
void
clutter_actor_set_geometry (ClutterActor *self,
const ClutterGeometry *geometry)
{
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_position (self, geometry->x, geometry->y);
clutter_actor_set_size (self, geometry->width, geometry->height);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_get_geometry:
* @self: A #ClutterActor
* @geometry: (out): A location to store actors #ClutterGeometry
*
* Gets the size and position of an actor relative to its parent
* actor. This is the same as calling clutter_actor_get_position() and
* clutter_actor_get_size(). It tries to "do what you mean" and get the
* requested size and position if the actor's allocation is invalid.
*/
void
clutter_actor_get_geometry (ClutterActor *self,
ClutterGeometry *geometry)
{
gfloat x, y, width, height;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (geometry != NULL);
clutter_actor_get_position (self, &x, &y);
clutter_actor_get_size (self, &width, &height);
geometry->x = (int) x;
geometry->y = (int) y;
geometry->width = (int) width;
geometry->height = (int) height;
}
/**
* clutter_actor_set_position
* @self: A #ClutterActor
* @x: New left position of actor in pixels.
* @y: New top position of actor in pixels.
*
* Sets the actor's fixed position in pixels relative to any parent
* actor.
*
* If a layout manager is in use, this position will override the
* layout manager and force a fixed position.
*/
void
clutter_actor_set_position (ClutterActor *self,
gfloat x,
gfloat y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_x (self, x);
clutter_actor_set_y (self, y);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_get_fixed_position_set:
* @self: A #ClutterActor
*
* Checks whether an actor has a fixed position set (and will thus be
* unaffected by any layout manager).
*
* Return value: %TRUE if the fixed position is set on the actor
*
* Since: 0.8
*/
gboolean
clutter_actor_get_fixed_position_set (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
return self->priv->position_set;
}
/**
* clutter_actor_set_fixed_position_set:
* @self: A #ClutterActor
* @is_set: whether to use fixed position
*
* Sets whether an actor has a fixed position set (and will thus be
* unaffected by any layout manager).
*
* Since: 0.8
*/
void
clutter_actor_set_fixed_position_set (ClutterActor *self,
gboolean is_set)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (self->priv->position_set == (is_set != FALSE))
return;
self->priv->position_set = is_set != FALSE;
g_object_notify (G_OBJECT (self), "fixed-position-set");
clutter_actor_queue_relayout (self);
}
/**
* clutter_actor_move_by:
* @self: A #ClutterActor
* @dx: Distance to move Actor on X axis.
* @dy: Distance to move Actor on Y axis.
*
* Moves an actor by the specified distance relative to its current
* position in pixels.
*
* This function modifies the fixed position of an actor and thus removes
* it from any layout management. Another way to move an actor is with an
* anchor point, see clutter_actor_set_anchor_point().
*
* Since: 0.2
*/
void
clutter_actor_move_by (ClutterActor *self,
gfloat dx,
gfloat dy)
{
ClutterActorPrivate *priv;
gfloat x, y;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
x = priv->fixed_x;
y = priv->fixed_y;
clutter_actor_set_position (self, x + dx, y + dy);
}
static void
clutter_actor_set_min_width (ClutterActor *self,
gfloat min_width)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
/* if we are setting the size on a top-level actor and the
* backend only supports static top-levels (e.g. framebuffers)
* then we ignore the passed value and we override it with
* the stage implementation's preferred size.
*/
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
return;
if (priv->min_width_set && min_width == priv->request_min_width)
return;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_store_old_geometry (self, &old);
priv->request_min_width = min_width;
g_object_notify (G_OBJECT (self), "min-width");
clutter_actor_set_min_width_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_min_height (ClutterActor *self,
gfloat min_height)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
/* if we are setting the size on a top-level actor and the
* backend only supports static top-levels (e.g. framebuffers)
* then we ignore the passed value and we override it with
* the stage implementation's preferred size.
*/
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
return;
if (priv->min_height_set && min_height == priv->request_min_height)
return;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_store_old_geometry (self, &old);
priv->request_min_height = min_height;
g_object_notify (G_OBJECT (self), "min-height");
clutter_actor_set_min_height_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_natural_width (ClutterActor *self,
gfloat natural_width)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
/* if we are setting the size on a top-level actor and the
* backend only supports static top-levels (e.g. framebuffers)
* then we ignore the passed value and we override it with
* the stage implementation's preferred size.
*/
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
return;
if (priv->natural_width_set &&
natural_width == priv->request_natural_width)
return;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_store_old_geometry (self, &old);
priv->request_natural_width = natural_width;
g_object_notify (G_OBJECT (self), "natural-width");
clutter_actor_set_natural_width_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_natural_height (ClutterActor *self,
gfloat natural_height)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
/* if we are setting the size on a top-level actor and the
* backend only supports static top-levels (e.g. framebuffers)
* then we ignore the passed value and we override it with
* the stage implementation's preferred size.
*/
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
return;
if (priv->natural_height_set &&
natural_height == priv->request_natural_height)
return;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_store_old_geometry (self, &old);
priv->request_natural_height = natural_height;
g_object_notify (G_OBJECT (self), "natural-height");
clutter_actor_set_natural_height_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
g_object_thaw_notify (G_OBJECT (self));
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_min_width_set (ClutterActor *self,
gboolean use_min_width)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
if (priv->min_width_set == (use_min_width != FALSE))
return;
clutter_actor_store_old_geometry (self, &old);
priv->min_width_set = use_min_width != FALSE;
g_object_notify (G_OBJECT (self), "min-width-set");
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_min_height_set (ClutterActor *self,
gboolean use_min_height)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
if (priv->min_height_set == (use_min_height != FALSE))
return;
clutter_actor_store_old_geometry (self, &old);
priv->min_height_set = use_min_height != FALSE;
g_object_notify (G_OBJECT (self), "min-height-set");
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_natural_width_set (ClutterActor *self,
gboolean use_natural_width)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
if (priv->natural_width_set == (use_natural_width != FALSE))
return;
clutter_actor_store_old_geometry (self, &old);
priv->natural_width_set = use_natural_width != FALSE;
g_object_notify (G_OBJECT (self), "natural-width-set");
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_natural_height_set (ClutterActor *self,
gboolean use_natural_height)
{
ClutterActorPrivate *priv = self->priv;
ClutterActorBox old = { 0, };
if (priv->natural_height_set == (use_natural_height != FALSE))
return;
clutter_actor_store_old_geometry (self, &old);
priv->natural_height_set = use_natural_height != FALSE;
g_object_notify (G_OBJECT (self), "natural-height-set");
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
static void
clutter_actor_set_request_mode (ClutterActor *self,
ClutterRequestMode mode)
{
ClutterActorPrivate *priv = self->priv;
if (priv->request_mode == mode)
return;
priv->request_mode = mode;
priv->needs_width_request = TRUE;
priv->needs_height_request = TRUE;
g_object_notify (G_OBJECT (self), "request-mode");
clutter_actor_queue_relayout (self);
}
/* variant of set_width() without checks and without notification
* freeze+thaw, for internal usage only
*/
static inline void
clutter_actor_set_width_internal (ClutterActor *self,
gfloat width)
{
if (width >= 0)
{
clutter_actor_set_min_width (self, width);
clutter_actor_set_natural_width (self, width);
}
else
{
clutter_actor_set_min_width_set (self, FALSE);
clutter_actor_set_natural_width_set (self, FALSE);
}
}
/* variant of set_height() without checks and without notification
* freeze+thaw, for internal usage only
*/
static inline void
clutter_actor_set_height_internal (ClutterActor *self,
gfloat height)
{
if (height >= 0)
{
clutter_actor_set_min_height (self, height);
clutter_actor_set_natural_height (self, height);
}
else
{
clutter_actor_set_min_height_set (self, FALSE);
clutter_actor_set_natural_height_set (self, FALSE);
}
}
/**
* clutter_actor_set_size
* @self: A #ClutterActor
* @width: New width of actor in pixels, or -1
* @height: New height of actor in pixels, or -1
*
* Sets the actor's size request in pixels. This overrides any
* "normal" size request the actor would have. For example
* a text actor might normally request the size of the text;
* this function would force a specific size instead.
*
* If @width and/or @height are -1 the actor will use its
* "normal" size request instead of overriding it, i.e.
* you can "unset" the size with -1.
*
* This function sets or unsets both the minimum and natural size.
*/
void
clutter_actor_set_size (ClutterActor *self,
gfloat width,
gfloat height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_width_internal (self, width);
clutter_actor_set_height_internal (self, height);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_get_size:
* @self: A #ClutterActor
* @width: (out) (allow-none): return location for the width, or %NULL.
* @height: (out) (allow-none): return location for the height, or %NULL.
*
* This function tries to "do what you mean" and return
* the size an actor will have. If the actor has a valid
* allocation, the allocation will be returned; otherwise,
* the actors natural size request will be returned.
*
* If you care whether you get the request vs. the allocation, you
* should probably call a different function like
* clutter_actor_get_allocation_box() or
* clutter_actor_get_preferred_width().
*
* Since: 0.2
*/
void
clutter_actor_get_size (ClutterActor *self,
gfloat *width,
gfloat *height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (width)
*width = clutter_actor_get_width (self);
if (height)
*height = clutter_actor_get_height (self);
}
/**
* clutter_actor_get_position:
* @self: a #ClutterActor
* @x: (out) (allow-none): return location for the X coordinate, or %NULL
* @y: (out) (allow-none): return location for the Y coordinate, or %NULL
*
* This function tries to "do what you mean" and tell you where the
* actor is, prior to any transformations. Retrieves the fixed
* position of an actor in pixels, if one has been set; otherwise, if
* the allocation is valid, returns the actor's allocated position;
* otherwise, returns 0,0.
*
* The returned position is in pixels.
*
* Since: 0.6
*/
void
clutter_actor_get_position (ClutterActor *self,
gfloat *x,
gfloat *y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (x)
*x = clutter_actor_get_x (self);
if (y)
*y = clutter_actor_get_y (self);
}
/**
* clutter_actor_get_transformed_position:
* @self: A #ClutterActor
* @x: (out) (allow-none): return location for the X coordinate, or %NULL
* @y: (out) (allow-none): return location for the Y coordinate, or %NULL
*
* Gets the absolute position of an actor, in pixels relative to the stage.
*
* Since: 0.8
*/
void
clutter_actor_get_transformed_position (ClutterActor *self,
gfloat *x,
gfloat *y)
{
ClutterVertex v1;
ClutterVertex v2;
v1.x = v1.y = v1.z = 0;
clutter_actor_apply_transform_to_point (self, &v1, &v2);
if (x)
*x = v2.x;
if (y)
*y = v2.y;
}
/**
* clutter_actor_get_transformed_size:
* @self: A #ClutterActor
* @width: (out) (allow-none): return location for the width, or %NULL
* @height: (out) (allow-none): return location for the height, or %NULL
*
* Gets the absolute size of an actor in pixels, taking into account the
* scaling factors.
*
* If the actor has a valid allocation, the allocated size will be used.
* If the actor has not a valid allocation then the preferred size will
* be transformed and returned.
*
* If you want the transformed allocation, see
* clutter_actor_get_abs_allocation_vertices() instead.
*
* <note>When the actor (or one of its ancestors) is rotated around the
* X or Y axis, it no longer appears as on the stage as a rectangle, but
* as a generic quadrangle; in that case this function returns the size
* of the smallest rectangle that encapsulates the entire quad. Please
* note that in this case no assumptions can be made about the relative
* position of this envelope to the absolute position of the actor, as
* returned by clutter_actor_get_transformed_position(); if you need this
* information, you need to use clutter_actor_get_abs_allocation_vertices()
* to get the coords of the actual quadrangle.</note>
*
* Since: 0.8
*/
void
clutter_actor_get_transformed_size (ClutterActor *self,
gfloat *width,
gfloat *height)
{
ClutterActorPrivate *priv;
ClutterVertex v[4];
gfloat x_min, x_max, y_min, y_max;
gint i;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
/* if the actor hasn't been allocated yet, get the preferred
* size and transform that
*/
if (priv->needs_allocation)
{
gfloat natural_width, natural_height;
ClutterActorBox box;
/* make a fake allocation to transform */
clutter_actor_get_position (self, &box.x1, &box.y1);
natural_width = natural_height = 0;
clutter_actor_get_preferred_size (self, NULL, NULL,
&natural_width,
&natural_height);
box.x2 = box.x1 + natural_width;
box.y2 = box.y1 + natural_height;
clutter_actor_transform_and_project_box (self, &box, v);
}
else
clutter_actor_get_abs_allocation_vertices (self, v);
x_min = x_max = v[0].x;
y_min = y_max = v[0].y;
for (i = 1; i < G_N_ELEMENTS (v); ++i)
{
if (v[i].x < x_min)
x_min = v[i].x;
if (v[i].x > x_max)
x_max = v[i].x;
if (v[i].y < y_min)
y_min = v[i].y;
if (v[i].y > y_max)
y_max = v[i].y;
}
if (width)
*width = x_max - x_min;
if (height)
*height = y_max - y_min;
}
/**
* clutter_actor_get_width:
* @self: A #ClutterActor
*
* Retrieves the width of a #ClutterActor.
*
* If the actor has a valid allocation, this function will return the
* width of the allocated area given to the actor.
*
* If the actor does not have a valid allocation, this function will
* return the actor's natural width, that is the preferred width of
* the actor.
*
* If you care whether you get the preferred width or the width that
* has been assigned to the actor, you should probably call a different
* function like clutter_actor_get_allocation_box() to retrieve the
* allocated size or clutter_actor_get_preferred_width() to retrieve the
* preferred width.
*
* If an actor has a fixed width, for instance a width that has been
* assigned using clutter_actor_set_width(), the width returned will
* be the same value.
*
* Return value: the width of the actor, in pixels
*/
gfloat
clutter_actor_get_width (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
priv = self->priv;
if (priv->needs_allocation)
{
gfloat natural_width = 0;
if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
else
{
gfloat natural_height = 0;
clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
clutter_actor_get_preferred_width (self, natural_height,
NULL,
&natural_width);
}
return natural_width;
}
else
return priv->allocation.x2 - priv->allocation.x1;
}
/**
* clutter_actor_get_height:
* @self: A #ClutterActor
*
* Retrieves the height of a #ClutterActor.
*
* If the actor has a valid allocation, this function will return the
* height of the allocated area given to the actor.
*
* If the actor does not have a valid allocation, this function will
* return the actor's natural height, that is the preferred height of
* the actor.
*
* If you care whether you get the preferred height or the height that
* has been assigned to the actor, you should probably call a different
* function like clutter_actor_get_allocation_box() to retrieve the
* allocated size or clutter_actor_get_preferred_height() to retrieve the
* preferred height.
*
* If an actor has a fixed height, for instance a height that has been
* assigned using clutter_actor_set_height(), the height returned will
* be the same value.
*
* Return value: the height of the actor, in pixels
*/
gfloat
clutter_actor_get_height (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
priv = self->priv;
if (priv->needs_allocation)
{
gfloat natural_height = 0;
if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
{
gfloat natural_width = 0;
clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
clutter_actor_get_preferred_height (self, natural_width,
NULL, &natural_height);
}
else
clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
return natural_height;
}
else
return priv->allocation.y2 - priv->allocation.y1;
}
/**
* clutter_actor_set_width
* @self: A #ClutterActor
* @width: Requested new width for the actor, in pixels, or -1
*
* Forces a width on an actor, causing the actor's preferred width
* and height (if any) to be ignored.
*
* If @width is -1 the actor will use its preferred width request
* instead of overriding it, i.e. you can "unset" the width with -1.
*
* This function sets both the minimum and natural size of the actor.
*
* since: 0.2
*/
void
clutter_actor_set_width (ClutterActor *self,
gfloat width)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_width_internal (self, width);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_set_height
* @self: A #ClutterActor
* @height: Requested new height for the actor, in pixels, or -1
*
* Forces a height on an actor, causing the actor's preferred width
* and height (if any) to be ignored.
*
* If @height is -1 the actor will use its preferred height instead of
* overriding it, i.e. you can "unset" the height with -1.
*
* This function sets both the minimum and natural size of the actor.
*
* since: 0.2
*/
void
clutter_actor_set_height (ClutterActor *self,
gfloat height)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_height_internal (self, height);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_set_x:
* @self: a #ClutterActor
* @x: the actor's position on the X axis
*
* Sets the actor's X coordinate, relative to its parent, in pixels.
*
* Overrides any layout manager and forces a fixed position for
* the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_x (ClutterActor *self,
gfloat x)
{
ClutterActorBox old = { 0, };
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (priv->position_set && priv->fixed_x == x)
return;
clutter_actor_store_old_geometry (self, &old);
priv->fixed_x = x;
clutter_actor_set_fixed_position_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
/**
* clutter_actor_set_y:
* @self: a #ClutterActor
* @y: the actor's position on the Y axis
*
* Sets the actor's Y coordinate, relative to its parent, in pixels.#
*
* Overrides any layout manager and forces a fixed position for
* the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_y (ClutterActor *self,
gfloat y)
{
ClutterActorBox old = { 0, };
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (priv->position_set && priv->fixed_y == y)
return;
clutter_actor_store_old_geometry (self, &old);
priv->fixed_y = y;
clutter_actor_set_fixed_position_set (self, TRUE);
clutter_actor_notify_if_geometry_changed (self, &old);
clutter_actor_queue_relayout (self);
}
/**
* clutter_actor_get_x
* @self: A #ClutterActor
*
* Retrieves the X coordinate of a #ClutterActor.
*
* This function tries to "do what you mean", by returning the
* correct value depending on the actor's state.
*
* If the actor has a valid allocation, this function will return
* the X coordinate of the origin of the allocation box.
*
* If the actor has any fixed coordinate set using clutter_actor_set_x(),
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
* function will return that coordinate.
*
* If both the allocation and a fixed position are missing, this function
* will return 0.
*
* Return value: the X coordinate, in pixels, ignoring any
* transformation (i.e. scaling, rotation)
*/
gfloat
clutter_actor_get_x (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
priv = self->priv;
if (priv->needs_allocation)
{
if (priv->position_set)
return priv->fixed_x;
else
return 0;
}
else
return priv->allocation.x1;
}
/**
* clutter_actor_get_y
* @self: A #ClutterActor
*
* Retrieves the Y coordinate of a #ClutterActor.
*
* This function tries to "do what you mean", by returning the
* correct value depending on the actor's state.
*
* If the actor has a valid allocation, this function will return
* the Y coordinate of the origin of the allocation box.
*
* If the actor has any fixed coordinate set using clutter_actor_set_y(),
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
* function will return that coordinate.
*
* If both the allocation and a fixed position are missing, this function
* will return 0.
*
* Return value: the Y coordinate, in pixels, ignoring any
* transformation (i.e. scaling, rotation)
*/
gfloat
clutter_actor_get_y (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
if (self->priv->needs_allocation)
{
if (self->priv->position_set)
return self->priv->fixed_y;
else
return 0;
}
else
return self->priv->allocation.y1;
}
/**
* clutter_actor_set_scale:
* @self: A #ClutterActor
* @scale_x: double factor to scale actor by horizontally.
* @scale_y: double factor to scale actor by vertically.
*
* Scales an actor with the given factors. The scaling is relative to
* the scale center and the anchor point. The scale center is
* unchanged by this function and defaults to 0,0.
*
* Since: 0.2
*/
void
clutter_actor_set_scale (ClutterActor *self,
gdouble scale_x,
gdouble scale_y)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
priv->scale_x = scale_x;
g_object_notify (G_OBJECT (self), "scale-x");
priv->scale_y = scale_y;
g_object_notify (G_OBJECT (self), "scale-y");
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_set_scale_full:
* @self: A #ClutterActor
* @scale_x: double factor to scale actor by horizontally.
* @scale_y: double factor to scale actor by vertically.
* @center_x: X coordinate of the center of the scale.
* @center_y: Y coordinate of the center of the scale
*
* Scales an actor with the given factors around the given center
* point. The center point is specified in pixels relative to the
* anchor point (usually the top left corner of the actor).
*
* Since: 1.0
*/
void
clutter_actor_set_scale_full (ClutterActor *self,
gdouble scale_x,
gdouble scale_y,
gfloat center_x,
gfloat center_y)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_scale (self, scale_x, scale_y);
if (priv->scale_center.is_fractional)
g_object_notify (G_OBJECT (self), "scale-gravity");
g_object_notify (G_OBJECT (self), "scale-center-x");
g_object_notify (G_OBJECT (self), "scale-center-y");
clutter_anchor_coord_set_units (&priv->scale_center, center_x, center_y, 0);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_set_scale_with_gravity:
* @self: A #ClutterActor
* @scale_x: double factor to scale actor by horizontally.
* @scale_y: double factor to scale actor by vertically.
* @gravity: the location of the scale center expressed as a compass
* direction.
*
* Scales an actor with the given factors around the given
* center point. The center point is specified as one of the compass
* directions in #ClutterGravity. For example, setting it to north
* will cause the top of the actor to remain unchanged and the rest of
* the actor to expand left, right and downwards.
*
* Since: 1.0
*/
void
clutter_actor_set_scale_with_gravity (ClutterActor *self,
gdouble scale_x,
gdouble scale_y,
ClutterGravity gravity)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (gravity == CLUTTER_GRAVITY_NONE)
clutter_actor_set_scale_full (self, scale_x, scale_y, 0, 0);
else
{
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_scale (self, scale_x, scale_y);
g_object_notify (G_OBJECT (self), "scale-gravity");
g_object_notify (G_OBJECT (self), "scale-center-x");
g_object_notify (G_OBJECT (self), "scale-center-y");
clutter_anchor_coord_set_gravity (&priv->scale_center, gravity);
g_object_thaw_notify (G_OBJECT (self));
}
}
/**
* clutter_actor_get_scale:
* @self: A #ClutterActor
* @scale_x: (out) (allow-none): Location to store horizonal
* scale factor, or %NULL.
* @scale_y: (out) (allow-none): Location to store vertical
* scale factor, or %NULL.
*
* Retrieves an actors scale factors.
*
* Since: 0.2
*/
void
clutter_actor_get_scale (ClutterActor *self,
gdouble *scale_x,
gdouble *scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (scale_x)
*scale_x = self->priv->scale_x;
if (scale_y)
*scale_y = self->priv->scale_y;
}
/**
* clutter_actor_get_scale_center:
* @self: A #ClutterActor
* @center_x: (out) (allow-none): Location to store the X position
* of the scale center, or %NULL.
* @center_y: (out) (allow-none): Location to store the Y position
* of the scale center, or %NULL.
*
* Retrieves the scale center coordinate in pixels relative to the top
* left corner of the actor. If the scale center was specified using a
* #ClutterGravity this will calculate the pixel offset using the
* current size of the actor.
*
* Since: 1.0
*/
void
clutter_actor_get_scale_center (ClutterActor *self,
gfloat *center_x,
gfloat *center_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_anchor_coord_get_units (self, &self->priv->scale_center,
center_x,
center_y,
NULL);
}
/**
* clutter_actor_get_scale_gravity:
* @self: A #ClutterActor
*
* Retrieves the scale center as a compass direction. If the scale
* center was specified in pixels or units this will return
* %CLUTTER_GRAVITY_NONE.
*
* Return value: the scale gravity
*
* Since: 1.0
*/
ClutterGravity
clutter_actor_get_scale_gravity (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
return clutter_anchor_coord_get_gravity (&self->priv->scale_center);
}
/**
* clutter_actor_set_opacity:
* @self: A #ClutterActor
* @opacity: New opacity value for the actor.
*
* Sets the actor's opacity, with zero being completely transparent and
* 255 (0xff) being fully opaque.
*/
void
clutter_actor_set_opacity (ClutterActor *self,
guint8 opacity)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (priv->opacity != opacity)
{
priv->opacity = opacity;
clutter_actor_queue_redraw (self);
g_object_notify (G_OBJECT (self), "opacity");
}
}
/**
* clutter_actor_get_paint_opacity:
* @self: A #ClutterActor
*
* Retrieves the absolute opacity of the actor, as it appears on the stage.
*
* This function traverses the hierarchy chain and composites the opacity of
* the actor with that of its parents.
*
* This function is intended for subclasses to use in the paint virtual
* function, to paint themselves with the correct opacity.
*
* Return value: The actor opacity value.
*
* Since: 0.8
*/
guint8
clutter_actor_get_paint_opacity (ClutterActor *self)
{
ClutterActorPrivate *priv;
ClutterActor *parent;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
priv = self->priv;
if (priv->opacity_parent)
return clutter_actor_get_paint_opacity (priv->opacity_parent);
parent = priv->parent_actor;
/* Factor in the actual actors opacity with parents */
if (G_LIKELY (parent))
{
guint8 opacity = clutter_actor_get_paint_opacity (parent);
if (opacity != 0xff)
return (opacity * priv->opacity) / 0xff;
}
return clutter_actor_get_opacity (self);
}
/**
* clutter_actor_get_opacity:
* @self: a #ClutterActor
*
* Retrieves the opacity value of an actor, as set by
* clutter_actor_set_opacity().
*
* For retrieving the absolute opacity of the actor inside a paint
* virtual function, see clutter_actor_get_paint_opacity().
*
* Return value: the opacity of the actor
*/
guint8
clutter_actor_get_opacity (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return self->priv->opacity;
}
/**
* clutter_actor_set_name:
* @self: A #ClutterActor
* @name: Textual tag to apply to actor
*
* Sets the given name to @self. The name can be used to identify
* a #ClutterActor.
*/
void
clutter_actor_set_name (ClutterActor *self,
const gchar *name)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_free (self->priv->name);
self->priv->name = g_strdup (name);
g_object_notify (G_OBJECT (self), "name");
}
/**
* clutter_actor_get_name:
* @self: A #ClutterActor
*
* Retrieves the name of @self.
*
* Return value: the name of the actor, or %NULL. The returned string is
* owned by the actor and should not be modified or freed.
*/
G_CONST_RETURN gchar *
clutter_actor_get_name (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
return self->priv->name;
}
/**
* clutter_actor_get_gid:
* @self: A #ClutterActor
*
* Retrieves the unique id for @self.
*
* Return value: Globally unique value for this object instance.
*
* Since: 0.6
*/
guint32
clutter_actor_get_gid (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return self->priv->id;
}
/**
* clutter_actor_set_depth:
* @self: a #ClutterActor
* @depth: Z co-ord
*
* Sets the Z coordinate of @self to @depth.
*
* The unit used by @depth is dependant on the perspective setup. See
* also clutter_stage_set_perspective().
*/
void
clutter_actor_set_depth (ClutterActor *self,
gfloat depth)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (priv->z != depth)
{
/* Sets Z value - XXX 2.0: should we invert? */
priv->z = depth;
if (priv->parent_actor && CLUTTER_IS_CONTAINER (priv->parent_actor))
{
ClutterContainer *parent;
/* We need to resort the container stacking order as to
* correctly render alpha values.
*
* FIXME: This is sub-optimal. maybe queue the the sort
* before stacking
*/
parent = CLUTTER_CONTAINER (priv->parent_actor);
clutter_container_sort_depth_order (parent);
}
clutter_actor_queue_redraw (self);
g_object_notify (G_OBJECT (self), "depth");
}
}
/**
* clutter_actor_get_depth:
* @self: a #ClutterActor
*
* Retrieves the depth of @self.
*
* Return value: the depth of the actor
*/
gfloat
clutter_actor_get_depth (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
return self->priv->z;
}
/**
* clutter_actor_set_rotation:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @angle: the angle of rotation
* @x: X coordinate of the rotation center
* @y: Y coordinate of the rotation center
* @z: Z coordinate of the rotation center
*
* Sets the rotation angle of @self around the given axis.
*
* The rotation center coordinates used depend on the value of @axis:
* <itemizedlist>
* <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
* <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
* <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
* </itemizedlist>
*
* The rotation coordinates are relative to the anchor point of the
* actor, set using clutter_actor_set_anchor_point(). If no anchor
* point is set, the upper left corner is assumed as the origin.
*
* Since: 0.8
*/
void
clutter_actor_set_rotation (ClutterActor *self,
ClutterRotateAxis axis,
gdouble angle,
gfloat x,
gfloat y,
gfloat z)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_rotation_internal (self, axis, angle);
switch (axis)
{
case CLUTTER_X_AXIS:
clutter_anchor_coord_set_units (&priv->rx_center, x, y, z);
g_object_notify (G_OBJECT (self), "rotation-center-x");
break;
case CLUTTER_Y_AXIS:
clutter_anchor_coord_set_units (&priv->ry_center, x, y, z);
g_object_notify (G_OBJECT (self), "rotation-center-y");
break;
case CLUTTER_Z_AXIS:
if (priv->rz_center.is_fractional)
g_object_notify (G_OBJECT (self), "rotation-center-z-gravity");
clutter_anchor_coord_set_units (&priv->rz_center, x, y, z);
g_object_notify (G_OBJECT (self), "rotation-center-z");
break;
}
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_set_z_rotation_from_gravity:
* @self: a #ClutterActor
* @angle: the angle of rotation
* @gravity: the center point of the rotation
*
* Sets the rotation angle of @self around the Z axis using the center
* point specified as a compass point. For example to rotate such that
* the center of the actor remains static you can use
* %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
* will move accordingly.
*
* Since: 1.0
*/
void
clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
gdouble angle,
ClutterGravity gravity)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (gravity == CLUTTER_GRAVITY_NONE)
clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
else
{
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_rotation_internal (self, CLUTTER_Z_AXIS, angle);
clutter_anchor_coord_set_gravity (&priv->rz_center, gravity);
g_object_notify (G_OBJECT (self), "rotation-center-z-gravity");
g_object_notify (G_OBJECT (self), "rotation-center-z");
g_object_thaw_notify (G_OBJECT (self));
}
}
/**
* clutter_actor_get_rotation:
* @self: a #ClutterActor
* @axis: the axis of rotation
* @x: (out): return value for the X coordinate of the center of rotation
* @y: (out): return value for the Y coordinate of the center of rotation
* @z: (out): return value for the Z coordinate of the center of rotation
*
* Retrieves the angle and center of rotation on the given axis,
* set using clutter_actor_set_rotation().
*
* Return value: the angle of rotation
*
* Since: 0.8
*/
gdouble
clutter_actor_get_rotation (ClutterActor *self,
ClutterRotateAxis axis,
gfloat *x,
gfloat *y,
gfloat *z)
{
ClutterActorPrivate *priv;
gdouble retval = 0;
AnchorCoord *anchor_coord = NULL;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
priv = self->priv;
switch (axis)
{
case CLUTTER_X_AXIS:
anchor_coord = &priv->rx_center;
retval = priv->rxang;
break;
case CLUTTER_Y_AXIS:
anchor_coord = &priv->ry_center;
retval = priv->ryang;
break;
case CLUTTER_Z_AXIS:
anchor_coord = &priv->rz_center;
retval = priv->rzang;
break;
}
clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
return retval;
}
/**
* clutter_actor_get_z_rotation_gravity:
* @self: A #ClutterActor
*
* Retrieves the center for the rotation around the Z axis as a
* compass direction. If the center was specified in pixels or units
* this will return %CLUTTER_GRAVITY_NONE.
*
* Return value: the Z rotation center
*
* Since: 1.0
*/
ClutterGravity
clutter_actor_get_z_rotation_gravity (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
return clutter_anchor_coord_get_gravity (&self->priv->rz_center);
}
/**
* clutter_actor_set_clip:
* @self: A #ClutterActor
* @xoff: X offset of the clip rectangle
* @yoff: Y offset of the clip rectangle
* @width: Width of the clip rectangle
* @height: Height of the clip rectangle
*
* Sets clip area for @self. The clip area is always computed from the
* upper left corner of the actor, even if the anchor point is set
* otherwise.
*
* Since: 0.6
*/
void
clutter_actor_set_clip (ClutterActor *self,
gfloat xoff,
gfloat yoff,
gfloat width,
gfloat height)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (priv->has_clip &&
priv->clip[0] == xoff &&
priv->clip[1] == yoff &&
priv->clip[2] == width &&
priv->clip[3] == height)
return;
priv->clip[0] = xoff;
priv->clip[1] = yoff;
priv->clip[2] = width;
priv->clip[3] = height;
priv->has_clip = TRUE;
clutter_actor_queue_redraw (self);
g_object_notify (G_OBJECT (self), "has-clip");
g_object_notify (G_OBJECT (self), "clip");
}
/**
* clutter_actor_remove_clip
* @self: A #ClutterActor
*
* Removes clip area from @self.
*/
void
clutter_actor_remove_clip (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (!self->priv->has_clip)
return;
self->priv->has_clip = FALSE;
clutter_actor_queue_redraw (self);
g_object_notify (G_OBJECT (self), "has-clip");
}
/**
* clutter_actor_has_clip:
* @self: a #ClutterActor
*
* Determines whether the actor has a clip area set or not.
*
* Return value: %TRUE if the actor has a clip area set.
*
* Since: 0.1.1
*/
gboolean
clutter_actor_has_clip (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
return self->priv->has_clip;
}
/**
* clutter_actor_get_clip:
* @self: a #ClutterActor
* @xoff: (out) (allow-none): return location for the X offset of
* the clip rectangle, or %NULL
* @yoff: (out) (allow-none): return location for the Y offset of
* the clip rectangle, or %NULL
* @width: (out) (allow-none): return location for the width of
* the clip rectangle, or %NULL
* @height: (out) (allow-none): return location for the height of
* the clip rectangle, or %NULL
*
* Gets the clip area for @self, if any is set
*
* Since: 0.6
*/
void
clutter_actor_get_clip (ClutterActor *self,
gfloat *xoff,
gfloat *yoff,
gfloat *width,
gfloat *height)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (!priv->has_clip)
return;
if (xoff)
*xoff = priv->clip[0];
if (yoff)
*yoff = priv->clip[1];
if (width)
*width = priv->clip[2];
if (height)
*height = priv->clip[3];
}
/**
* clutter_actor_set_parent:
* @self: A #ClutterActor
* @parent: A new #ClutterActor parent
*
* Sets the parent of @self to @parent. The opposite function is
* clutter_actor_unparent().
*
* This function should not be used by applications, but by custom
* container actor subclasses.
*/
void
clutter_actor_set_parent (ClutterActor *self,
ClutterActor *parent)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (CLUTTER_IS_ACTOR (parent));
g_return_if_fail (self != parent);
priv = self->priv;
if (priv->parent_actor != NULL)
{
g_warning ("Cannot set a parent on an actor which has a parent.\n"
"You must use clutter_actor_unparent() first.\n");
return;
}
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
g_warning ("Cannot set a parent on a toplevel actor\n");
return;
}
g_object_ref_sink (self);
priv->parent_actor = parent;
/* clutter_actor_reparent() will emit ::parent-set for us */
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
g_signal_emit (self, actor_signals[PARENT_SET], 0, NULL);
/* If parent is mapped or realized, we need to also be mapped or
* realized once we're inside the parent.
*/
clutter_actor_update_map_state (self, MAP_STATE_CHECK);
if (priv->show_on_set_parent)
clutter_actor_show (self);
if (CLUTTER_ACTOR_IS_MAPPED (self))
{
clutter_actor_queue_redraw (self);
}
/* maintain the invariant that if an actor needs layout,
* its parents do as well
*/
if (priv->needs_width_request ||
priv->needs_height_request ||
priv->needs_allocation)
{
/* we work around the short-circuiting we do
* in clutter_actor_queue_relayout() since we
* want to force a relayout
*/
priv->needs_width_request = TRUE;
priv->needs_height_request = TRUE;
priv->needs_allocation = TRUE;
clutter_actor_queue_relayout (priv->parent_actor);
}
}
/**
* clutter_actor_get_parent:
* @self: A #ClutterActor
*
* Retrieves the parent of @self.
*
* Return Value: (transfer none): The #ClutterActor parent, or %NULL
* if no parent is set
*/
ClutterActor *
clutter_actor_get_parent (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
return self->priv->parent_actor;
}
/**
* clutter_actor_get_paint_visibility:
* @self: A #ClutterActor
*
* Retrieves the 'paint' visibility of an actor recursively checking for non
* visible parents.
*
* This is by definition the same as CLUTTER_ACTOR_IS_MAPPED().
*
* Return Value: TRUE if the actor is visibile and will be painted.
*
* Since: 0.8.4
*/
gboolean
clutter_actor_get_paint_visibility (ClutterActor *actor)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
return CLUTTER_ACTOR_IS_MAPPED (actor);
}
/**
* clutter_actor_unparent:
* @self: a #ClutterActor
*
* Removes the parent of @self.
*
* This function should not be used in applications. It should be called by
* implementations of container actors, to dissociate a child from the
* container.
*
* Since: 0.1.1
*/
void
clutter_actor_unparent (ClutterActor *self)
{
ClutterActorPrivate *priv;
ClutterActor *old_parent;
gboolean was_mapped;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (priv->parent_actor == NULL)
return;
was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
/* we need to unrealize *before* we set parent_actor to NULL,
* because in an unrealize method actors are dissociating from the
* stage, which means they need to be able to
* clutter_actor_get_stage(). This should unmap and unrealize,
* unless we're reparenting.
*/
clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNREALIZED);
old_parent = priv->parent_actor;
priv->parent_actor = NULL;
/* clutter_actor_reparent() will emit ::parent-set for us */
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
/* Queue a redraw on old_parent only if we were painted in the first
* place. Will be no-op if old parent is not shown.
*/
if (was_mapped && !CLUTTER_ACTOR_IS_MAPPED (self))
clutter_actor_queue_redraw (old_parent);
/* remove the reference we acquired in clutter_actor_set_parent() */
g_object_unref (self);
}
/**
* clutter_actor_reparent:
* @self: a #ClutterActor
* @new_parent: the new #ClutterActor parent
*
* This function resets the parent actor of @self. It is
* logically equivalent to calling clutter_actor_unparent()
* and clutter_actor_set_parent(), but more efficiently
* implemented, ensures the child is not finalized
* when unparented, and emits the parent-set signal only
* one time.
*
* Since: 0.2
*/
void
clutter_actor_reparent (ClutterActor *self,
ClutterActor *new_parent)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
g_return_if_fail (self != new_parent);
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
{
g_warning ("Cannot set a parent on a toplevel actor\n");
return;
}
priv = self->priv;
if (priv->parent_actor != new_parent)
{
ClutterActor *old_parent;
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
old_parent = priv->parent_actor;
g_object_ref (self);
if (CLUTTER_IS_CONTAINER (priv->parent_actor))
{
ClutterContainer *parent = CLUTTER_CONTAINER (priv->parent_actor);
/* Note, will call unparent() */
clutter_container_remove_actor (parent, self);
}
else
clutter_actor_unparent (self);
if (CLUTTER_IS_CONTAINER (new_parent))
/* Note, will call parent() */
clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
else
clutter_actor_set_parent (self, new_parent);
/* we emit the ::parent-set signal once */
g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
g_object_unref (self);
CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
/* the IN_REPARENT flag suspends state updates */
clutter_actor_update_map_state (self, MAP_STATE_CHECK);
}
}
/**
* clutter_actor_raise:
* @self: A #ClutterActor
* @below: (allow-none): A #ClutterActor to raise above.
*
* Puts @self above @below.
*
* Both actors must have the same parent.
*
* This function is the equivalent of clutter_container_raise_child().
*/
void
clutter_actor_raise (ClutterActor *self,
ClutterActor *below)
{
ClutterActor *parent;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
parent = clutter_actor_get_parent (self);
if (!parent)
{
g_warning ("Actor of type %s is not inside a container",
g_type_name (G_OBJECT_TYPE (self)));
return;
}
if (below)
{
if (parent != clutter_actor_get_parent (below))
{
g_warning ("Actor of type %s is not in the same "
"container of actor of type %s",
g_type_name (G_OBJECT_TYPE (self)),
g_type_name (G_OBJECT_TYPE (below)));
return;
}
}
clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
}
/**
* clutter_actor_lower:
* @self: A #ClutterActor
* @above: (allow-none): A #ClutterActor to lower below
*
* Puts @self below @above.
*
* Both actors must have the same parent.
*
* This function is the equivalent of clutter_container_lower_child().
*/
void
clutter_actor_lower (ClutterActor *self,
ClutterActor *above)
{
ClutterActor *parent;
g_return_if_fail (CLUTTER_IS_ACTOR(self));
parent = clutter_actor_get_parent (self);
if (!parent)
{
g_warning ("Actor of type %s is not inside a container",
g_type_name (G_OBJECT_TYPE (self)));
return;
}
if (above)
{
if (parent != clutter_actor_get_parent (above))
{
g_warning ("Actor of type %s is not in the same "
"container of actor of type %s",
g_type_name (G_OBJECT_TYPE (self)),
g_type_name (G_OBJECT_TYPE (above)));
return;
}
}
clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
}
/**
* clutter_actor_raise_top:
* @self: A #ClutterActor
*
* Raises @self to the top.
*
* This function calls clutter_actor_raise() internally.
*/
void
clutter_actor_raise_top (ClutterActor *self)
{
clutter_actor_raise (self, NULL);
}
/**
* clutter_actor_lower_bottom:
* @self: A #ClutterActor
*
* Lowers @self to the bottom.
*
* This function calls clutter_actor_lower() internally.
*/
void
clutter_actor_lower_bottom (ClutterActor *self)
{
clutter_actor_lower (self, NULL);
}
/*
* Event handling
*/
/**
* clutter_actor_event:
* @actor: a #ClutterActor
* @event: a #ClutterEvent
* @capture: TRUE if event in in capture phase, FALSE otherwise.
*
* This function is used to emit an event on the main stage.
* You should rarely need to use this function, except for
* synthetising events.
*
* Return value: the return value from the signal emission: %TRUE
* if the actor handled the event, or %FALSE if the event was
* not handled
*
* Since: 0.6
*/
gboolean
clutter_actor_event (ClutterActor *actor,
ClutterEvent *event,
gboolean capture)
{
gboolean retval = FALSE;
gint signal_num = -1;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
g_return_val_if_fail (event != NULL, FALSE);
g_object_ref (actor);
if (capture)
{
g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
event,
&retval);
goto out;
}
g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
if (!retval)
{
switch (event->type)
{
case CLUTTER_NOTHING:
break;
case CLUTTER_BUTTON_PRESS:
signal_num = BUTTON_PRESS_EVENT;
break;
case CLUTTER_BUTTON_RELEASE:
signal_num = BUTTON_RELEASE_EVENT;
break;
case CLUTTER_SCROLL:
signal_num = SCROLL_EVENT;
break;
case CLUTTER_KEY_PRESS:
signal_num = KEY_PRESS_EVENT;
break;
case CLUTTER_KEY_RELEASE:
signal_num = KEY_RELEASE_EVENT;
break;
case CLUTTER_MOTION:
signal_num = MOTION_EVENT;
break;
case CLUTTER_ENTER:
signal_num = ENTER_EVENT;
break;
case CLUTTER_LEAVE:
signal_num = LEAVE_EVENT;
break;
case CLUTTER_DELETE:
case CLUTTER_DESTROY_NOTIFY:
case CLUTTER_CLIENT_MESSAGE:
default:
signal_num = -1;
break;
}
if (signal_num != -1)
g_signal_emit (actor, actor_signals[signal_num], 0,
event, &retval);
}
out:
g_object_unref (actor);
return retval;
}
/**
* clutter_actor_set_reactive:
* @actor: a #ClutterActor
* @reactive: whether the actor should be reactive to events
*
* Sets @actor as reactive. Reactive actors will receive events.
*
* Since: 0.6
*/
void
clutter_actor_set_reactive (ClutterActor *actor,
gboolean reactive)
{
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
return;
if (reactive)
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
else
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
g_object_notify (G_OBJECT (actor), "reactive");
}
/**
* clutter_actor_get_reactive:
* @actor: a #ClutterActor
*
* Checks whether @actor is marked as reactive.
*
* Return value: %TRUE if the actor is reactive
*
* Since: 0.6
*/
gboolean
clutter_actor_get_reactive (ClutterActor *actor)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
}
/**
* clutter_actor_get_anchor_point:
* @self: a #ClutterActor
* @anchor_x: (out): return location for the X coordinate of the anchor point
* @anchor_y: (out): return location for the Y coordinate of the anchor point
*
* Gets the current anchor point of the @actor in pixels.
*
* Since: 0.6
*/
void
clutter_actor_get_anchor_point (ClutterActor *self,
gfloat *anchor_x,
gfloat *anchor_y)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
clutter_anchor_coord_get_units (self, &priv->anchor,
anchor_x,
anchor_y,
NULL);
}
/**
* clutter_actor_set_anchor_point:
* @self: a #ClutterActor
* @anchor_x: X coordinate of the anchor point
* @anchor_y: Y coordinate of the anchor point
*
* Sets an anchor point for @self. The anchor point is a point in the
* coordinate space of an actor to which the actor position within its
* parent is relative; the default is (0, 0), i.e. the top-left corner
* of the actor.
*
* Since: 0.6
*/
void
clutter_actor_set_anchor_point (ClutterActor *self,
gfloat anchor_x,
gfloat anchor_y)
{
ClutterActorPrivate *priv;
gboolean changed = FALSE;
gfloat old_anchor_x, old_anchor_y;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
clutter_anchor_coord_get_units (self, &priv->anchor,
&old_anchor_x,
&old_anchor_y,
NULL);
if (priv->anchor.is_fractional)
g_object_notify (G_OBJECT (self), "anchor-gravity");
if (old_anchor_x != anchor_x)
{
g_object_notify (G_OBJECT (self), "anchor-x");
changed = TRUE;
}
if (old_anchor_y != anchor_y)
{
g_object_notify (G_OBJECT (self), "anchor-y");
changed = TRUE;
}
clutter_anchor_coord_set_units (&priv->anchor, anchor_x, anchor_y, 0);
if (changed && CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_get_anchor_point_gravity:
* @self: a #ClutterActor
*
* Retrieves the anchor position expressed as a #ClutterGravity. If
* the anchor point was specified using pixels or units this will
* return %CLUTTER_GRAVITY_NONE.
*
* Return value: the #ClutterGravity used by the anchor point
*
* Since: 1.0
*/
ClutterGravity
clutter_actor_get_anchor_point_gravity (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
priv = self->priv;
return clutter_anchor_coord_get_gravity (&priv->anchor);
}
/**
* clutter_actor_move_anchor_point:
* @self: a #ClutterActor
* @anchor_x: X coordinate of the anchor point
* @anchor_y: Y coordinate of the anchor point
*
* Sets an anchor point for the actor, and adjusts the actor postion so that
* the relative position of the actor toward its parent remains the same.
*
* Since: 0.6
*/
void
clutter_actor_move_anchor_point (ClutterActor *self,
gfloat anchor_x,
gfloat anchor_y)
{
ClutterActorPrivate *priv;
gfloat old_anchor_x, old_anchor_y;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
clutter_anchor_coord_get_units (self, &priv->anchor,
&old_anchor_x,
&old_anchor_y,
NULL);
g_object_freeze_notify (G_OBJECT (self));
clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
if (priv->position_set)
clutter_actor_move_by (self,
anchor_x - old_anchor_x,
anchor_y - old_anchor_y);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_move_anchor_point_from_gravity:
* @self: a #ClutterActor
* @gravity: #ClutterGravity.
*
* Sets an anchor point on the actor based on the given gravity, adjusting the
* actor postion so that its relative position within its parent remains
* unchanged.
*
* Since version 1.0 the anchor point will be stored as a gravity so
* that if the actor changes size then the anchor point will move. For
* example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
* and later double the size of the actor, the anchor point will move
* to the bottom right.
*
* Since: 0.6
*/
void
clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
ClutterGravity gravity)
{
gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
g_object_freeze_notify (G_OBJECT (self));
clutter_anchor_coord_get_units (self, &priv->anchor,
&old_anchor_x,
&old_anchor_y,
NULL);
clutter_actor_set_anchor_point_from_gravity (self, gravity);
clutter_anchor_coord_get_units (self, &priv->anchor,
&new_anchor_x,
&new_anchor_y,
NULL);
if (priv->position_set)
clutter_actor_move_by (self,
new_anchor_x - old_anchor_x,
new_anchor_y - old_anchor_y);
g_object_thaw_notify (G_OBJECT (self));
}
/**
* clutter_actor_set_anchor_point_from_gravity:
* @self: a #ClutterActor
* @gravity: #ClutterGravity.
*
* Sets an anchor point on the actor, based on the given gravity (this is a
* convenience function wrapping clutter_actor_set_anchor_point()).
*
* Since version 1.0 the anchor point will be stored as a gravity so
* that if the actor changes size then the anchor point will move. For
* example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
* and later double the size of the actor, the anchor point will move
* to the bottom right.
*
* Since: 0.6
*/
void
clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
ClutterGravity gravity)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (gravity == CLUTTER_GRAVITY_NONE)
clutter_actor_set_anchor_point (self, 0, 0);
else
{
clutter_anchor_coord_set_gravity (&self->priv->anchor, gravity);
g_object_notify (G_OBJECT (self), "anchor-gravity");
g_object_notify (G_OBJECT (self), "anchor-x");
g_object_notify (G_OBJECT (self), "anchor-y");
}
}
typedef enum
{
PARSE_X,
PARSE_Y,
PARSE_WIDTH,
PARSE_HEIGHT,
PARSE_ANCHOR_X,
PARSE_ANCHOR_Y
} ParseDimension;
static gfloat
parse_units (ClutterActor *self,
ParseDimension dimension,
JsonNode *node)
{
GValue value = { 0, };
gfloat retval = 0;
if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
return 0;
json_node_get_value (node, &value);
if (G_VALUE_HOLDS (&value, G_TYPE_INT64))
{
retval = (gfloat) g_value_get_int64 (&value);
}
else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
{
retval = g_value_get_double (&value);
}
else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
{
ClutterUnits units;
gboolean res;
res = clutter_units_from_string (&units, g_value_get_string (&value));
if (res)
retval = clutter_units_to_pixels (&units);
else
{
g_warning ("Invalid value '%s': integers, strings or floating point "
"values can be used for the x, y, width and height "
"properties. Valid modifiers for strings are 'px', 'mm', "
"'pt' and 'em'.",
g_value_get_string (&value));
retval = 0;
}
}
else
{
g_warning ("Invalid value of type '%s': integers, strings of floating "
"point values can be used for the x, y, width, height "
"anchor-x and anchor-y properties.",
g_type_name (G_VALUE_TYPE (&value)));
}
g_value_unset (&value);
return retval;
}
typedef struct {
ClutterRotateAxis axis;
gdouble angle;
gfloat center_x;
gfloat center_y;
gfloat center_z;
} RotationInfo;
static inline gboolean
parse_rotation_array (ClutterActor *actor,
JsonArray *array,
RotationInfo *info)
{
JsonNode *element;
if (json_array_get_length (array) != 2)
return FALSE;
/* angle */
element = json_array_get_element (array, 0);
if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
info->angle = json_node_get_double (element);
else
return FALSE;
/* center */
element = json_array_get_element (array, 1);
if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
{
JsonArray *center = json_node_get_array (element);
if (json_array_get_length (center) != 2)
return FALSE;
switch (info->axis)
{
case CLUTTER_X_AXIS:
info->center_y = parse_units (actor, PARSE_Y,
json_array_get_element (center, 0));
info->center_z = parse_units (actor, PARSE_Y,
json_array_get_element (center, 1));
return TRUE;
case CLUTTER_Y_AXIS:
info->center_x = parse_units (actor, PARSE_X,
json_array_get_element (center, 0));
info->center_z = parse_units (actor, PARSE_X,
json_array_get_element (center, 1));
return TRUE;
case CLUTTER_Z_AXIS:
info->center_x = parse_units (actor, PARSE_X,
json_array_get_element (center, 0));
info->center_y = parse_units (actor, PARSE_Y,
json_array_get_element (center, 1));
return TRUE;
}
}
return FALSE;
}
static gboolean
parse_rotation (ClutterActor *actor,
JsonNode *node,
RotationInfo *info)
{
JsonArray *array;
guint len, i;
gboolean retval = FALSE;
if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
{
g_warning ("Invalid node of type '%s' found, expecting an array",
json_node_type_name (node));
return FALSE;
}
array = json_node_get_array (node);
len = json_array_get_length (array);
for (i = 0; i < len; i++)
{
JsonNode *element = json_array_get_element (array, i);
JsonObject *object;
JsonNode *member;
if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
{
g_warning ("Invalid node of type '%s' found, expecting an object",
json_node_type_name (element));
return FALSE;
}
object = json_node_get_object (element);
if (json_object_has_member (object, "x-axis"))
{
member = json_object_get_member (object, "x-axis");
info->axis = CLUTTER_X_AXIS;
if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
{
info->angle = json_node_get_double (member);
retval = TRUE;
}
else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
retval = parse_rotation_array (actor,
json_node_get_array (member),
info);
else
retval = FALSE;
}
else if (json_object_has_member (object, "y-axis"))
{
member = json_object_get_member (object, "y-axis");
info->axis = CLUTTER_Y_AXIS;
if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
{
info->angle = json_node_get_double (member);
retval = TRUE;
}
else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
retval = parse_rotation_array (actor,
json_node_get_array (member),
info);
else
retval = FALSE;
}
else if (json_object_has_member (object, "z-axis"))
{
member = json_object_get_member (object, "z-axis");
info->axis = CLUTTER_Z_AXIS;
if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
{
info->angle = json_node_get_double (member);
retval = TRUE;
}
else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
retval = parse_rotation_array (actor,
json_node_get_array (member),
info);
else
retval = FALSE;
}
}
return retval;
}
static gboolean
clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
ClutterScript *script,
GValue *value,
const gchar *name,
JsonNode *node)
{
ClutterActor *actor = CLUTTER_ACTOR (scriptable);
gboolean retval = FALSE;
if ((name[0] == 'x' && name[1] == '\0') ||
(name[0] == 'y' && name[1] == '\0') ||
(strcmp (name, "width") == 0) ||
(strcmp (name, "height") == 0) ||
(strcmp (name, "anchor_x") == 0) ||
(strcmp (name, "anchor_y") == 0))
{
ParseDimension dimension;
gfloat units;
if (name[0] == 'x')
dimension = PARSE_X;
else if (name[0] == 'y')
dimension = PARSE_Y;
else if (name[0] == 'w')
dimension = PARSE_WIDTH;
else if (name[0] == 'h')
dimension = PARSE_HEIGHT;
else if (name[0] == 'a' && name[7] == 'x')
dimension = PARSE_ANCHOR_X;
else if (name[0] == 'a' && name[7] == 'y')
dimension = PARSE_ANCHOR_Y;
else
return FALSE;
units = parse_units (actor, dimension, node);
/* convert back to pixels: all properties are pixel-based */
g_value_init (value, G_TYPE_FLOAT);
g_value_set_float (value, units);
retval = TRUE;
}
else if (strcmp (name, "rotation") == 0)
{
RotationInfo *info;
info = g_slice_new0 (RotationInfo);
retval = parse_rotation (actor, node, info);
if (retval)
{
g_value_init (value, G_TYPE_POINTER);
g_value_set_pointer (value, info);
}
else
g_slice_free (RotationInfo, info);
}
return retval;
}
static void
clutter_actor_set_custom_property (ClutterScriptable *scriptable,
ClutterScript *script,
const gchar *name,
const GValue *value)
{
#ifdef CLUTTER_ENABLE_DEBUG
{
gchar *tmp = g_strdup_value_contents (value);
CLUTTER_NOTE (SCRIPT,
"in ClutterActor::set_custom_property('%s') = %s",
name,
tmp);
g_free (tmp);
}
#endif
if (strcmp (name, "rotation") == 0)
{
RotationInfo *info;
if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
return;
info = g_value_get_pointer (value);
clutter_actor_set_rotation (CLUTTER_ACTOR (scriptable),
info->axis, info->angle,
info->center_x,
info->center_y,
info->center_z);
g_slice_free (RotationInfo, info);
}
else
g_object_set_property (G_OBJECT (scriptable), name, value);
}
static void
clutter_scriptable_iface_init (ClutterScriptableIface *iface)
{
iface->parse_custom_node = clutter_actor_parse_custom_node;
iface->set_custom_property = clutter_actor_set_custom_property;
}
/**
* clutter_actor_transform_stage_point
* @self: A #ClutterActor
* @x: (in): x screen coordinate of the point to unproject
* @y: (in): y screen coordinate of the point to unproject
* @x_out: (out): return location for the unprojected x coordinance
* @y_out: (out): return location for the unprojected y coordinance
*
* This function translates screen coordinates (@x, @y) to
* coordinates relative to the actor. For example, it can be used to translate
* screen events from global screen coordinates into actor-local coordinates.
*
* The conversion can fail, notably if the transform stack results in the
* actor being projected on the screen as a mere line.
*
* The conversion should not be expected to be pixel-perfect due to the
* nature of the operation. In general the error grows when the skewing
* of the actor rectangle on screen increases.
*
* Note: This function is fairly computationally intensive.
*
* Note: This function only works when the allocation is up-to-date,
* i.e. inside of paint()
*
* Return value: %TRUE if conversion was successful.
*
* Since: 0.6
*/
gboolean
clutter_actor_transform_stage_point (ClutterActor *self,
gfloat x,
gfloat y,
gfloat *x_out,
gfloat *y_out)
{
ClutterVertex v[4];
float ST[3][3];
float RQ[3][3];
int du, dv, xi, yi;
float px, py;
float xf, yf, wf, det;
ClutterActorPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
priv = self->priv;
/* This implementation is based on the quad -> quad projection algorithm
* described by Paul Heckbert in:
*
* http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
*
* and the sample implementation at:
*
* http://www.cs.cmu.edu/~ph/src/texfund/
*
* Our texture is a rectangle with origin [0, 0], so we are mapping from
* quad to rectangle only, which significantly simplifies things; the
* function calls have been unrolled, and most of the math is done in fixed
* point.
*/
clutter_actor_get_abs_allocation_vertices (self, v);
/* Keeping these as ints simplifies the multiplication (no significant
* loss of precision here).
*/
du = (int) (priv->allocation.x2 - priv->allocation.x1);
dv = (int) (priv->allocation.y2 - priv->allocation.y1);
if (!du || !dv)
return FALSE;
#define UX2FP(x) (x)
#define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c)))
/* First, find mapping from unit uv square to xy quadrilateral; this
* equivalent to the pmap_square_quad() functions in the sample
* implementation, which we can simplify, since our target is always
* a rectangle.
*/
px = v[0].x - v[1].x + v[3].x - v[2].x;
py = v[0].y - v[1].y + v[3].y - v[2].y;
if (!px && !py)
{
/* affine transform */
RQ[0][0] = UX2FP (v[1].x - v[0].x);
RQ[1][0] = UX2FP (v[3].x - v[1].x);
RQ[2][0] = UX2FP (v[0].x);
RQ[0][1] = UX2FP (v[1].y - v[0].y);
RQ[1][1] = UX2FP (v[3].y - v[1].y);
RQ[2][1] = UX2FP (v[0].y);
RQ[0][2] = 0;
RQ[1][2] = 0;
RQ[2][2] = 1.0;
}
else
{
/* projective transform */
double dx1, dx2, dy1, dy2, del;
dx1 = UX2FP (v[1].x - v[3].x);
dx2 = UX2FP (v[2].x - v[3].x);
dy1 = UX2FP (v[1].y - v[3].y);
dy2 = UX2FP (v[2].y - v[3].y);
del = DET2FP (dx1, dx2, dy1, dy2);
if (!del)
return FALSE;
/*
* The division here needs to be done in floating point for
* precisions reasons.
*/
RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
RQ[2][2] = 1.0;
RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
RQ[2][0] = UX2FP (v[0].x);
RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
RQ[2][1] = UX2FP (v[0].y);
}
/*
* Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
* square. Since our rectangle is based at 0,0 we only need to scale.
*/
RQ[0][0] /= du;
RQ[1][0] /= dv;
RQ[0][1] /= du;
RQ[1][1] /= dv;
RQ[0][2] /= du;
RQ[1][2] /= dv;
/*
* Now RQ is transform from uv rectangle to xy quadrilateral; we need an
* inverse of that.
*/
ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
/*
* Check the resulting matrix is OK.
*/
det = (RQ[0][0] * ST[0][0])
+ (RQ[0][1] * ST[0][1])
+ (RQ[0][2] * ST[0][2]);
if (!det)
return FALSE;
/*
* Now transform our point with the ST matrix; the notional w
* coordinate is 1, hence the last part is simply added.
*/
xi = (int) x;
yi = (int) y;
xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0];
yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1];
wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2];
if (x_out)
*x_out = xf / wf;
if (y_out)
*y_out = yf / wf;
#undef UX2FP
#undef DET2FP
return TRUE;
}
/*
* ClutterGeometry
*/
static ClutterGeometry*
clutter_geometry_copy (const ClutterGeometry *geometry)
{
return g_slice_dup (ClutterGeometry, geometry);
}
static void
clutter_geometry_free (ClutterGeometry *geometry)
{
if (G_LIKELY (geometry != NULL))
g_slice_free (ClutterGeometry, geometry);
}
GType
clutter_geometry_get_type (void)
{
static GType our_type = 0;
if (G_UNLIKELY (our_type == 0))
our_type =
g_boxed_type_register_static (I_("ClutterGeometry"),
(GBoxedCopyFunc) clutter_geometry_copy,
(GBoxedFreeFunc) clutter_geometry_free);
return our_type;
}
/*
* ClutterVertices
*/
/**
* clutter_vertex_new:
* @x: X coordinate
* @y: Y coordinate
* @z: Z coordinate
*
* Creates a new #ClutterVertex for the point in 3D space
* identified by the 3 coordinates @x, @y, @z
*
* Return value: the newly allocate #ClutterVertex. Use
* clutter_vertex_free() to free the resources
*
* Since: 1.0
*/
ClutterVertex *
clutter_vertex_new (gfloat x,
gfloat y,
gfloat z)
{
ClutterVertex *vertex;
vertex = g_slice_new (ClutterVertex);
vertex->x = x;
vertex->y = y;
vertex->z = z;
return vertex;
}
/**
* clutter_vertex_copy:
* @vertex: a #ClutterVertex
*
* Copies @vertex
*
* Return value: a newly allocated copy of #ClutterVertex. Use
* clutter_vertex_free() to free the allocated resources
*
* Since: 1.0
*/
ClutterVertex *
clutter_vertex_copy (const ClutterVertex *vertex)
{
if (G_LIKELY (vertex != NULL))
return g_slice_dup (ClutterVertex, vertex);
return NULL;
}
/**
* clutter_vertex_free:
* @vertex: a #ClutterVertex
*
* Frees a #ClutterVertex allocated using clutter_vertex_copy()
*
* Since: 1.0
*/
void
clutter_vertex_free (ClutterVertex *vertex)
{
if (G_UNLIKELY (vertex != NULL))
g_slice_free (ClutterVertex, vertex);
}
/**
* clutter_vertex_equal:
* @vertex_a: a #ClutterVertex
* @vertex_b: a #ClutterVertex
*
* Compares @vertex_a and @vertex_b for equality
*
* Return value: %TRUE if the passed #ClutterVertex are equal
*
* Since: 1.0
*/
gboolean
clutter_vertex_equal (const ClutterVertex *vertex_a,
const ClutterVertex *vertex_b)
{
g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE);
if (vertex_a == vertex_b)
return TRUE;
return vertex_a->x == vertex_b->x &&
vertex_a->y == vertex_b->y &&
vertex_a->z == vertex_b->z;
}
GType
clutter_vertex_get_type (void)
{
static GType our_type = 0;
if (G_UNLIKELY (our_type == 0))
our_type =
g_boxed_type_register_static (I_("ClutterVertex"),
(GBoxedCopyFunc) clutter_vertex_copy,
(GBoxedFreeFunc) clutter_vertex_free);
return our_type;
}
/*
* ClutterActorBox
*/
/**
* clutter_actor_box_new:
* @x_1: X coordinate of the top left point
* @y_1: Y coordinate of the top left point
* @x_2: X coordinate of the bottom right point
* @y_2: Y coordinate of the bottom right point
*
* Allocates a new #ClutterActorBox using the passed coordinates
* for the top left and bottom right points
*
* Return value: the newly allocated #ClutterActorBox. Use
* clutter_actor_box_free() to free the resources
*
* Since: 1.0
*/
ClutterActorBox *
clutter_actor_box_new (gfloat x_1,
gfloat y_1,
gfloat x_2,
gfloat y_2)
{
ClutterActorBox *box;
box = g_slice_new (ClutterActorBox);
box->x1 = x_1;
box->y1 = y_1;
box->x2 = x_2;
box->y2 = y_2;
return box;
}
/**
* clutter_actor_box_copy:
* @box: a #ClutterActorBox
*
* Copies @box
*
* Return value: a newly allocated copy of #ClutterActorBox. Use
* clutter_actor_box_free() to free the allocated resources
*
* Since: 1.0
*/
ClutterActorBox *
clutter_actor_box_copy (const ClutterActorBox *box)
{
if (G_LIKELY (box != NULL))
return g_slice_dup (ClutterActorBox, box);
return NULL;
}
/**
* clutter_actor_box_free:
* @box: a #ClutterActorBox
*
* Frees a #ClutterActorBox allocated using clutter_actor_box_new()
* or clutter_actor_box_copy()
*
* Since: 1.0
*/
void
clutter_actor_box_free (ClutterActorBox *box)
{
if (G_LIKELY (box != NULL))
g_slice_free (ClutterActorBox, box);
}
GType
clutter_actor_box_get_type (void)
{
static GType our_type = 0;
if (G_UNLIKELY (our_type == 0))
our_type =
g_boxed_type_register_static (I_("ClutterActorBox"),
(GBoxedCopyFunc) clutter_actor_box_copy,
(GBoxedFreeFunc) clutter_actor_box_free);
return our_type;
}
/**
* clutter_actor_box_equal:
* @box_a: a #ClutterActorBox
* @box_b: a #ClutterActorBox
*
* Checks @box_a and @box_b for equality
*
* Return value: %TRUE if the passed #ClutterActorBox are equal
*
* Since: 1.0
*/
gboolean
clutter_actor_box_equal (const ClutterActorBox *box_a,
const ClutterActorBox *box_b)
{
g_return_val_if_fail (box_a != NULL && box_b != NULL, FALSE);
if (box_a == box_b)
return TRUE;
return box_a->x1 == box_b->x1 && box_a->y1 == box_b->y1 &&
box_a->x2 == box_b->x2 && box_a->y2 == box_b->y2;
}
/**
* clutter_actor_box_get_x:
* @box: a #ClutterActorBox
*
* Retrieves the X coordinate of the origin of @box
*
* Return value: the X coordinate of the origin
*
* Since: 1.0
*/
gfloat
clutter_actor_box_get_x (const ClutterActorBox *box)
{
g_return_val_if_fail (box != NULL, 0.);
return box->x1;
}
/**
* clutter_actor_box_get_y:
* @box: a #ClutterActorBox
*
* Retrieves the Y coordinate of the origin of @box
*
* Return value: the Y coordinate of the origin
*
* Since: 1.0
*/
gfloat
clutter_actor_box_get_y (const ClutterActorBox *box)
{
g_return_val_if_fail (box != NULL, 0.);
return box->y1;
}
/**
* clutter_actor_box_get_width:
* @box: a #ClutterActorBox
*
* Retrieves the width of the @box
*
* Return value: the width of the box
*
* Since: 1.0
*/
gfloat
clutter_actor_box_get_width (const ClutterActorBox *box)
{
g_return_val_if_fail (box != NULL, 0.);
return box->x2 - box->x1;
}
/**
* clutter_actor_box_get_height:
* @box: a #ClutterActorBox
*
* Retrieves the height of the @box
*
* Return value: the height of the box
*
* Since: 1.0
*/
gfloat
clutter_actor_box_get_height (const ClutterActorBox *box)
{
g_return_val_if_fail (box != NULL, 0.);
return box->y2 - box->y1;
}
/**
* clutter_actor_box_get_origin:
* @box: a #ClutterActorBox
* @x: (out) (allow-none): return location for the X coordinate, or %NULL
* @y: (out) (allow-none): return location for the Y coordinate, or %NULL
*
* Retrieves the origin of @box
*
* Since: 1.0
*/
void
clutter_actor_box_get_origin (const ClutterActorBox *box,
gfloat *x,
gfloat *y)
{
g_return_if_fail (box != NULL);
if (x)
*x = box->x1;
if (y)
*y = box->y1;
}
/**
* clutter_actor_box_get_size:
* @box: a #ClutterActorBox
* @width: (out) (allow-none): return location for the width, or %NULL
* @height: (out) (allow-none): return location for the height, or %NULL
*
* Retrieves the size of @box
*
* Since: 1.0
*/
void
clutter_actor_box_get_size (const ClutterActorBox *box,
gfloat *width,
gfloat *height)
{
g_return_if_fail (box != NULL);
if (width)
*width = box->x2 - box->x1;
if (height)
*height = box->y2 - box->y1;
}
/**
* clutter_actor_box_get_area:
* @box: a #ClutterActorBox
*
* Retrieves the area of @box
*
* Return value: the area of a #ClutterActorBox, in pixels
*
* Since: 1.0
*/
gfloat
clutter_actor_box_get_area (const ClutterActorBox *box)
{
g_return_val_if_fail (box != NULL, 0.);
return (box->x2 - box->x1) * (box->y2 - box->y1);
}
/**
* clutter_actor_box_contains:
* @box: a #ClutterActorBox
* @x: X coordinate of the point
* @y: Y coordinate of the point
*
* Checks whether a point with @x, @y coordinates is contained
* withing @box
*
* Return value: %TRUE if the point is contained by the #ClutterActorBox
*
* Since: 1.0
*/
gboolean
clutter_actor_box_contains (const ClutterActorBox *box,
gfloat x,
gfloat y)
{
g_return_val_if_fail (box != NULL, FALSE);
return (x > box->x1 && x < box->x2) &&
(y > box->y1 && y < box->y2);
}
/**
* clutter_actor_box_from_vertices:
* @box: a #ClutterActorBox
* @verts: (array fixed-size=4): array of four #ClutterVertex
*
* Calculates the bounding box represented by the four vertices; for details
* of the vertex array see clutter_actor_get_abs_allocation_vertices().
*
* Since: 1.0
*/
void
clutter_actor_box_from_vertices (ClutterActorBox *box,
const ClutterVertex verts[])
{
gfloat x_1, x_2, y_1, y_2;
g_return_if_fail (box != NULL);
g_return_if_fail (verts != NULL);
/* 4-way min/max */
x_1 = verts[0].x;
y_1 = verts[0].y;
if (verts[1].x < x_1)
x_1 = verts[1].x;
if (verts[2].x < x_1)
x_1 = verts[2].x;
if (verts[3].x < x_1)
x_1 = verts[3].x;
if (verts[1].y < y_1)
y_1 = verts[1].y;
if (verts[2].y < y_1)
y_1 = verts[2].y;
if (verts[3].y < y_1)
y_1 = verts[3].y;
x_2 = verts[0].x;
y_2 = verts[0].y;
if (verts[1].x > x_2)
x_2 = verts[1].x;
if (verts[2].x > x_2)
x_2 = verts[2].x;
if (verts[3].x > x_2)
x_2 = verts[3].x;
if (verts[1].y > y_2)
y_2 = verts[1].y;
if (verts[2].y > y_2)
y_2 = verts[2].y;
if (verts[3].y > y_2)
y_2 = verts[3].y;
box->x1 = x_1;
box->x2 = x_2;
box->y1 = y_1;
box->y2 = y_2;
}
/******************************************************************************/
struct _ShaderData
{
ClutterShader *shader;
/* list of values that should be set on the shader
* before each paint cycle
*/
GHashTable *value_hash;
};
static void
shader_value_free (gpointer data)
{
GValue *var = data;
g_value_unset (var);
g_slice_free (GValue, var);
}
static void
destroy_shader_data (ClutterActor *self)
{
ClutterActorPrivate *actor_priv = self->priv;
ShaderData *shader_data = actor_priv->shader_data;
if (shader_data == NULL)
return;
if (shader_data->shader)
{
g_object_unref (shader_data->shader);
shader_data->shader = NULL;
}
if (shader_data->value_hash)
{
g_hash_table_destroy (shader_data->value_hash);
shader_data->value_hash = NULL;
}
g_slice_free (ShaderData, shader_data);
actor_priv->shader_data = NULL;
}
/**
* clutter_actor_get_shader:
* @self: a #ClutterActor
*
* Queries the currently set #ClutterShader on @self.
*
* Return value: (transfer none): The currently set #ClutterShader
* or %NULL if no shader is set.
*
* Since: 0.6
*/
ClutterShader *
clutter_actor_get_shader (ClutterActor *self)
{
ClutterActorPrivate *actor_priv;
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
actor_priv = self->priv;
shader_data = actor_priv->shader_data;
if (shader_data == NULL)
return NULL;
return shader_data->shader;
}
/**
* clutter_actor_set_shader:
* @self: a #ClutterActor
* @shader: (allow-none): a #ClutterShader or %NULL to unset the shader.
*
* Sets the #ClutterShader to be used when rendering @self.
*
* If @shader is %NULL it will unset any currently set shader
* for the actor.
*
* Return value: %TRUE if the shader was successfully applied
*
* Since: 0.6
*/
gboolean
clutter_actor_set_shader (ClutterActor *self,
ClutterShader *shader)
{
ClutterActorPrivate *actor_priv;
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE);
if (shader != NULL)
g_object_ref (shader);
else
{
/* if shader passed in is NULL we destroy the shader */
destroy_shader_data (self);
return TRUE;
}
actor_priv = self->priv;
shader_data = actor_priv->shader_data;
if (shader_data == NULL)
{
actor_priv->shader_data = shader_data = g_slice_new (ShaderData);
shader_data->shader = NULL;
shader_data->value_hash =
g_hash_table_new_full (g_str_hash, g_str_equal,
g_free,
shader_value_free);
}
if (shader_data->shader != NULL)
g_object_unref (shader_data->shader);
shader_data->shader = shader;
clutter_actor_queue_redraw (self);
return TRUE;
}
static void
set_each_param (gpointer key,
gpointer value,
gpointer user_data)
{
ClutterShader *shader = user_data;
GValue *var = value;
clutter_shader_set_uniform (shader, (const gchar *)key, var);
}
static void
clutter_actor_shader_pre_paint (ClutterActor *actor,
gboolean repeat)
{
ClutterActorPrivate *priv;
ShaderData *shader_data;
ClutterShader *shader;
ClutterMainContext *context;
priv = actor->priv;
shader_data = priv->shader_data;
if (!shader_data)
return;
context = _clutter_context_get_default ();
shader = shader_data->shader;
if (shader)
{
clutter_shader_set_is_enabled (shader, TRUE);
g_hash_table_foreach (shader_data->value_hash, set_each_param, shader);
if (!repeat)
context->shaders = g_slist_prepend (context->shaders, actor);
}
}
static void
clutter_actor_shader_post_paint (ClutterActor *actor)
{
ClutterActorPrivate *priv;
ShaderData *shader_data;
ClutterShader *shader;
ClutterMainContext *context;
priv = actor->priv;
shader_data = priv->shader_data;
if (!shader_data)
return;
context = _clutter_context_get_default ();
shader = shader_data->shader;
if (shader)
{
clutter_shader_set_is_enabled (shader, FALSE);
context->shaders = g_slist_remove (context->shaders, actor);
if (context->shaders)
{
/* call pre-paint again, this time with the second argument being
* TRUE, indicating that we are reapplying the shader and thus
* should not be prepended to the stack
*/
clutter_actor_shader_pre_paint (context->shaders->data, TRUE);
}
}
}
/**
* clutter_actor_set_shader_param:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named parameter of the shader applied
* to @actor.
*
* Since: 1.0
*/
void
clutter_actor_set_shader_param (ClutterActor *self,
const gchar *param,
const GValue *value)
{
ClutterActorPrivate *priv;
ShaderData *shader_data;
GValue *var;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (param != NULL);
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value) ||
CLUTTER_VALUE_HOLDS_SHADER_INT (value) ||
CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value) ||
G_VALUE_HOLDS_FLOAT (value) ||
G_VALUE_HOLDS_INT (value));
priv = self->priv;
shader_data = priv->shader_data;
if (!shader_data)
return;
var = g_slice_new0 (GValue);
g_value_init (var, G_VALUE_TYPE (value));
g_value_copy (value, var);
g_hash_table_insert (shader_data->value_hash, g_strdup (param), var);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_set_shader_param_float:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named float parameter of the shader applied
* to @actor.
*
* Since: 0.8
*/
void
clutter_actor_set_shader_param_float (ClutterActor *self,
const gchar *param,
gfloat value)
{
GValue var = { 0, };
g_value_init (&var, G_TYPE_FLOAT);
g_value_set_float (&var, value);
clutter_actor_set_shader_param (self, param, &var);
g_value_unset (&var);
}
/**
* clutter_actor_set_shader_param_int:
* @self: a #ClutterActor
* @param: the name of the parameter
* @value: the value of the parameter
*
* Sets the value for a named int parameter of the shader applied to
* @actor.
*
* Since: 0.8
*/
void
clutter_actor_set_shader_param_int (ClutterActor *self,
const gchar *param,
gint value)
{
GValue var = { 0, };
g_value_init (&var, G_TYPE_INT);
g_value_set_int (&var, value);
clutter_actor_set_shader_param (self, param, &var);
g_value_unset (&var);
}
/**
* clutter_actor_is_rotated:
* @self: a #ClutterActor
*
* Checks whether any rotation is applied to the actor.
*
* Return value: %TRUE if the actor is rotated.
*
* Since: 0.6
*/
gboolean
clutter_actor_is_rotated (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
priv = self->priv;
if (priv->rxang || priv->ryang || priv->rzang)
return TRUE;
return FALSE;
}
/**
* clutter_actor_is_scaled:
* @self: a #ClutterActor
*
* Checks whether the actor is scaled in either dimension.
*
* Return value: %TRUE if the actor is scaled.
*
* Since: 0.6
*/
gboolean
clutter_actor_is_scaled (ClutterActor *self)
{
ClutterActorPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
priv = self->priv;
if (priv->scale_x != 1.0 || priv->scale_y != 1.0)
return TRUE;
return FALSE;
}
/**
* clutter_actor_get_stage:
* @actor: a #ClutterActor
*
* Retrieves the #ClutterStage where @actor is contained.
*
* Return value: (transfer none): the stage containing the actor, or %NULL
*
* Since: 0.8
*/
ClutterActor *
clutter_actor_get_stage (ClutterActor *actor)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
while (actor && !(CLUTTER_PRIVATE_FLAGS (actor) & CLUTTER_ACTOR_IS_TOPLEVEL))
actor = clutter_actor_get_parent (actor);
return actor;
}
/**
* clutter_actor_allocate_available_size:
* @self: a #ClutterActor
* @x: the actor's X coordinate
* @y: the actor's Y coordinate
* @available_width: the maximum available width, or -1 to use the
* actor's natural width
* @available_height: the maximum available height, or -1 to use the
* actor's natural height
* @flags: flags controlling the allocation
*
* Allocates @self taking into account the #ClutterActor<!-- -->'s
* preferred size, but limiting it to the maximum available width
* and height provided.
*
* This function will do the right thing when dealing with the
* actor's request mode.
*
* The implementation of this function is equivalent to:
*
* |[
* if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
* {
* clutter_actor_get_preferred_width (self, available_height,
* &amp;min_width,
* &amp;natural_width);
* width = CLAMP (natural_width, min_width, available_width);
*
* clutter_actor_get_preferred_height (self, width,
* &amp;min_height,
* &amp;natural_height);
* height = CLAMP (natural_height, min_height, available_height);
* }
* else
* {
* clutter_actor_get_preferred_height (self, available_width,
* &amp;min_height,
* &amp;natural_height);
* height = CLAMP (natural_height, min_height, available_height);
*
* clutter_actor_get_preferred_width (self, height,
* &amp;min_width,
* &amp;natural_width);
* width = CLAMP (natural_width, min_width, available_width);
* }
*
* box.x1 = x; box.y1 = y;
* box.x2 = box.x1 + available_width;
* box.y2 = box.y1 + available_height;
* clutter_actor_allocate (self, &amp;box, flags);
* ]|
*
* This function can be used by fluid layout managers to allocate
* an actor's preferred size without making it bigger than the area
* available for the container.
*
* Since: 1.0
*/
void
clutter_actor_allocate_available_size (ClutterActor *self,
gfloat x,
gfloat y,
gfloat available_width,
gfloat available_height,
ClutterAllocationFlags flags)
{
ClutterActorPrivate *priv;
gfloat width, height;
gfloat min_width, min_height;
gfloat natural_width, natural_height;
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
width = height = 0.0;
switch (priv->request_mode)
{
case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH:
clutter_actor_get_preferred_width (self, available_height,
&min_width,
&natural_width);
width = CLAMP (natural_width, min_width, available_width);
clutter_actor_get_preferred_height (self, width,
&min_height,
&natural_height);
height = CLAMP (natural_height, min_height, available_height);
break;
case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT:
clutter_actor_get_preferred_height (self, available_width,
&min_height,
&natural_height);
height = CLAMP (natural_height, min_height, available_height);
clutter_actor_get_preferred_width (self, height,
&min_width,
&natural_width);
width = CLAMP (natural_width, min_width, available_width);
break;
}
box.x1 = x;
box.y1 = y;
box.x2 = box.x1 + width;
box.y2 = box.y1 + height;
clutter_actor_allocate (self, &box, flags);
}
/**
* clutter_actor_allocate_preferred_size:
* @self: a #ClutterActor
* @flags: flags controlling the allocation
*
* Allocates the natural size of @self.
*
* This function is a utility call for #ClutterActor implementations
* that allocates the actor's preferred natural size. It can be used
* by fixed layout managers (like #ClutterGroup or so called
* 'composite actors') inside the ClutterActor::allocate
* implementation to give each child exactly how much space it
* requires.
*
* This function is not meant to be used by applications. It is also
* not meant to be used outside the implementation of the
* ClutterActor::allocate virtual function.
*
* Since: 0.8
*/
void
clutter_actor_allocate_preferred_size (ClutterActor *self,
ClutterAllocationFlags flags)
{
gfloat actor_x, actor_y;
gfloat natural_width, natural_height;
ClutterActorBox actor_box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
actor_x = clutter_actor_get_x (self);
actor_y = clutter_actor_get_y (self);
clutter_actor_get_preferred_size (self,
NULL, NULL,
&natural_width,
&natural_height);
actor_box.x1 = actor_x;
actor_box.y1 = actor_y;
actor_box.x2 = actor_box.x1 + natural_width;
actor_box.y2 = actor_box.y1 + natural_height;
clutter_actor_allocate (self, &actor_box, flags);
}
/**
* clutter_actor_grab_key_focus:
* @self: a #ClutterActor
*
* Sets the key focus of the #ClutterStage including @self
* to this #ClutterActor.
*
* Since: 1.0
*/
void
clutter_actor_grab_key_focus (ClutterActor *self)
{
ClutterActor *parent;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
parent = clutter_actor_get_parent (self);
if (!parent)
return;
parent = clutter_actor_get_stage (self);
if (parent && CLUTTER_IS_STAGE (parent))
clutter_stage_set_key_focus (CLUTTER_STAGE (parent), self);
}
/**
* clutter_actor_get_pango_context:
* @self: a #ClutterActor
*
* Retrieves the #PangoContext for @self. The actor's #PangoContext
* is already configured using the appropriate font map, resolution
* and font options.
*
* Unlike clutter_actor_create_pango_context(), this context is owend
* by the #ClutterActor and it will be updated each time the options
* stored by the #ClutterBackend change.
*
* You can use the returned #PangoContext to create a #PangoLayout
* and render text using cogl_pango_render_layout() to reuse the
* glyphs cache also used by Clutter.
*
* Return value: (transfer none): the #PangoContext for a #ClutterActor.
* The returned #PangoContext is owned by the actor and should not be
* unreferenced by the application code
*
* Since: 1.0
*/
PangoContext *
clutter_actor_get_pango_context (ClutterActor *self)
{
ClutterActorPrivate *priv;
ClutterMainContext *ctx;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
priv = self->priv;
if (priv->pango_context)
return priv->pango_context;
ctx = CLUTTER_CONTEXT ();
priv->pango_context = _clutter_context_get_pango_context (ctx);
g_object_ref (priv->pango_context);
return priv->pango_context;
}
/**
* clutter_actor_create_pango_context:
* @self: a #ClutterActor
*
* Creates a #PangoContext for the given actor. The #PangoContext
* is already configured using the appropriate font map, resolution
* and font options.
*
* See also clutter_actor_get_pango_context().
*
* Return value: the newly created #PangoContext. Use g_object_unref()
* on the returned value to deallocate its resources
*
* Since: 1.0
*/
PangoContext *
clutter_actor_create_pango_context (ClutterActor *self)
{
ClutterMainContext *ctx;
PangoContext *retval;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
ctx = CLUTTER_CONTEXT ();
retval = _clutter_context_create_pango_context (ctx);
return retval;
}
/**
* clutter_actor_create_pango_layout:
* @self: a #ClutterActor
* @text: (allow-none) the text to set on the #PangoLayout, or %NULL
*
* Creates a new #PangoLayout from the same #PangoContext used
* by the #ClutterActor. The #PangoLayout is already configured
* with the font map, resolution and font options, and the
* given @text.
*
* If you want to keep around a #PangoLayout created by this
* function you will have to connect to the #ClutterBackend::font-changed
* and #ClutterBackend::resolution-changed signals, and call
* pango_layout_context_changed() in response to them.
*
* Return value: the newly created #PangoLayout. Use g_object_unref()
* when done
*
* Since: 1.0
*/
PangoLayout *
clutter_actor_create_pango_layout (ClutterActor *self,
const gchar *text)
{
PangoContext *context;
PangoLayout *layout;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
context = clutter_actor_get_pango_context (self);
layout = pango_layout_new (context);
if (text)
pango_layout_set_text (layout, text, -1);
return layout;
}
/* Allows overriding the parent traversed when querying an actors paint
* opacity. Used by ClutterClone. */
void
_clutter_actor_set_opacity_parent (ClutterActor *self,
ClutterActor *parent)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->opacity_parent = parent;
}
/* Allows you to disable applying the actors model view transform during
* a paint. Used by ClutterClone. */
void
_clutter_actor_set_enable_model_view_transform (ClutterActor *self,
gboolean enable)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->enable_model_view_transform = enable;
}
void
_clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
gboolean enable)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
priv->enable_paint_unmapped = enable;
if (priv->enable_paint_unmapped)
{
/* Make sure that the parents of the widget are realized first;
* otherwise checks in clutter_actor_update_map_state() will
* fail.
*/
clutter_actor_realize (self);
clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
}
else
{
clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
}
}
static void
clutter_anchor_coord_get_units (ClutterActor *self,
const AnchorCoord *coord,
gfloat *x,
gfloat *y,
gfloat *z)
{
if (coord->is_fractional)
{
gfloat actor_width, actor_height;
clutter_actor_get_size (self, &actor_width, &actor_height);
if (x)
*x = actor_width * coord->v.fraction.x;
if (y)
*y = actor_height * coord->v.fraction.y;
if (z)
*z = 0;
}
else
{
if (x)
*x = coord->v.units.x;
if (y)
*y = coord->v.units.y;
if (z)
*z = coord->v.units.z;
}
}
static void
clutter_anchor_coord_set_units (AnchorCoord *coord,
gfloat x,
gfloat y,
gfloat z)
{
coord->is_fractional = FALSE;
coord->v.units.x = x;
coord->v.units.y = y;
coord->v.units.z = z;
}
static ClutterGravity
clutter_anchor_coord_get_gravity (AnchorCoord *coord)
{
if (coord->is_fractional)
{
if (coord->v.fraction.x == 0.0)
{
if (coord->v.fraction.y == 0.0)
return CLUTTER_GRAVITY_NORTH_WEST;
else if (coord->v.fraction.y == 0.5)
return CLUTTER_GRAVITY_WEST;
else if (coord->v.fraction.y == 1.0)
return CLUTTER_GRAVITY_SOUTH_WEST;
else
return CLUTTER_GRAVITY_NONE;
}
else if (coord->v.fraction.x == 0.5)
{
if (coord->v.fraction.y == 0.0)
return CLUTTER_GRAVITY_NORTH;
else if (coord->v.fraction.y == 0.5)
return CLUTTER_GRAVITY_CENTER;
else if (coord->v.fraction.y == 1.0)
return CLUTTER_GRAVITY_SOUTH;
else
return CLUTTER_GRAVITY_NONE;
}
else if (coord->v.fraction.x == 1.0)
{
if (coord->v.fraction.y == 0.0)
return CLUTTER_GRAVITY_NORTH_EAST;
else if (coord->v.fraction.y == 0.5)
return CLUTTER_GRAVITY_EAST;
else if (coord->v.fraction.y == 1.0)
return CLUTTER_GRAVITY_SOUTH_EAST;
else
return CLUTTER_GRAVITY_NONE;
}
else
return CLUTTER_GRAVITY_NONE;
}
else
return CLUTTER_GRAVITY_NONE;
}
static void
clutter_anchor_coord_set_gravity (AnchorCoord *coord,
ClutterGravity gravity)
{
switch (gravity)
{
case CLUTTER_GRAVITY_NORTH:
coord->v.fraction.x = 0.5;
coord->v.fraction.y = 0.0;
break;
case CLUTTER_GRAVITY_NORTH_EAST:
coord->v.fraction.x = 1.0;
coord->v.fraction.y = 0.0;
break;
case CLUTTER_GRAVITY_EAST:
coord->v.fraction.x = 1.0;
coord->v.fraction.y = 0.5;
break;
case CLUTTER_GRAVITY_SOUTH_EAST:
coord->v.fraction.x = 1.0;
coord->v.fraction.y = 1.0;
break;
case CLUTTER_GRAVITY_SOUTH:
coord->v.fraction.x = 0.5;
coord->v.fraction.y = 1.0;
break;
case CLUTTER_GRAVITY_SOUTH_WEST:
coord->v.fraction.x = 0.0;
coord->v.fraction.y = 1.0;
break;
case CLUTTER_GRAVITY_WEST:
coord->v.fraction.x = 0.0;
coord->v.fraction.y = 0.5;
break;
case CLUTTER_GRAVITY_NORTH_WEST:
coord->v.fraction.x = 0.0;
coord->v.fraction.y = 0.0;
break;
case CLUTTER_GRAVITY_CENTER:
coord->v.fraction.x = 0.5;
coord->v.fraction.y = 0.5;
break;
default:
coord->v.fraction.x = 0.0;
coord->v.fraction.y = 0.0;
break;
}
coord->is_fractional = TRUE;
}
static gboolean
clutter_anchor_coord_is_zero (const AnchorCoord *coord)
{
if (coord->is_fractional)
return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
else
return (coord->v.units.x == 0.0
&& coord->v.units.y == 0.0
&& coord->v.units.z == 0.0);
}
/**
* clutter_actor_get_flags:
* @self: a #ClutterActor
*
* Retrieves the flags set on @self
*
* Return value: a bitwise or of #ClutterActorFlags or 0
*
* Since: 1.0
*/
ClutterActorFlags
clutter_actor_get_flags (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return self->flags;
}
/**
* clutter_actor_set_flags:
* @self: a #ClutterActor
* @flags: the flags to set
*
* Sets @flags on @self
*
* This function will emit notifications for the changed properties
*
* Since: 1.0
*/
void
clutter_actor_set_flags (ClutterActor *self,
ClutterActorFlags flags)
{
ClutterActorFlags old_flags;
GObject *obj;
gboolean was_reactive_set, reactive_set;
gboolean was_realized_set, realized_set;
gboolean was_mapped_set, mapped_set;
gboolean was_visible_set, visible_set;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (self->flags == flags)
return;
obj = G_OBJECT (self);
g_object_freeze_notify (obj);
old_flags = self->flags;
was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
self->flags |= flags;
reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
if (reactive_set != was_reactive_set)
g_object_notify (obj, "reactive");
if (realized_set != was_realized_set)
g_object_notify (obj, "realized");
if (mapped_set != was_mapped_set)
g_object_notify (obj, "mapped");
if (visible_set != was_visible_set)
g_object_notify (obj, "visible");
g_object_thaw_notify (obj);
}
/**
* clutter_actor_unset_flags:
* @self: a #ClutterActor
* @flags: the flags to unset
*
* Unsets @flags on @self
*
* This function will emit notifications for the changed properties
*
* Since: 1.0
*/
void
clutter_actor_unset_flags (ClutterActor *self,
ClutterActorFlags flags)
{
ClutterActorFlags old_flags;
GObject *obj;
gboolean was_reactive_set, reactive_set;
gboolean was_realized_set, realized_set;
gboolean was_mapped_set, mapped_set;
gboolean was_visible_set, visible_set;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
obj = G_OBJECT (self);
g_object_freeze_notify (obj);
old_flags = self->flags;
was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
self->flags &= ~flags;
if (self->flags == old_flags)
return;
reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
if (reactive_set != was_reactive_set)
g_object_notify (obj, "reactive");
if (realized_set != was_realized_set)
g_object_notify (obj, "realized");
if (mapped_set != was_mapped_set)
g_object_notify (obj, "mapped");
if (visible_set != was_visible_set)
g_object_notify (obj, "visible");
g_object_thaw_notify (obj);
}
/**
* clutter_actor_get_transformation_matrix:
* @self: a #ClutterActor
* @matrix: (out): the return location for a #CoglMatrix
*
* Retrieves the transformations applied to @self
*
* Since: 1.0
*/
void
clutter_actor_get_transformation_matrix (ClutterActor *self,
CoglMatrix *matrix)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix);
}
/**
* clutter_actor_is_in_clone_paint:
* @self: a #ClutterActor
*
* Checks whether @self is being currently painted by a #ClutterClone
*
* This function is useful only inside the ::paint virtual function
* implementations or within handlers for the #ClutterActor::paint
* signal
*
* This function should not be used by applications
*
* Return value: %TRUE if the #ClutterActor is currently being painted
* by a #ClutterClone, and %FALSE otherwise
*
* Since: 1.0
*/
gboolean
clutter_actor_is_in_clone_paint (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
/* XXX - keep in sync with the overrides set by ClutterClone:
*
* - opacity_parent != NULL
* - enable_model_view_transform == FALSE
*/
return self->priv->opacity_parent != NULL &&
!self->priv->enable_model_view_transform;
}