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mutter-performance-source/clutter/clutter-group.c
Gordon Williams 0d874312d3 [group] Output the group name when debugging paint
Bug 1480 - Clutter groups don't output their name when
           CLUTTER_DEBUG=paint

This is a really useful thing to do debugging-wise - as you can see
istantly when (and if) clutter objects are being drawn - as often
there's quite a hierarchy of objects in groups.

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-03-11 18:16:21 +00:00

879 lines
24 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-group
* @short_description: Actor class containing multiple children.
* actors.
*
* A #ClutterGroup is an Actor which contains multiple child actors positioned
* relative to the #ClutterGroup position. Other operations such as scaling,
* rotating and clipping of the group will apply to the child actors.
*
* A #ClutterGroup's size is defined by the size and position of its children.
* Resize requests via the #ClutterActor API will be ignored.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <stdarg.h>
#include "clutter-group.h"
#include "clutter-container.h"
#include "clutter-main.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-marshal.h"
#include "clutter-enum-types.h"
#include "cogl/cogl.h"
enum
{
ADD,
REMOVE,
LAST_SIGNAL
};
static guint group_signals[LAST_SIGNAL] = { 0 };
static void clutter_container_iface_init (ClutterContainerIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterGroup,
clutter_group,
CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
clutter_container_iface_init));
#define CLUTTER_GROUP_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_GROUP, ClutterGroupPrivate))
struct _ClutterGroupPrivate
{
GList *children;
};
static void
clutter_group_paint (ClutterActor *actor)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
GList *child_item;
CLUTTER_NOTE (PAINT, "ClutterGroup paint enter '%s'",
clutter_actor_get_name (actor) ? clutter_actor_get_name (actor)
: "unknown");
for (child_item = priv->children;
child_item != NULL;
child_item = child_item->next)
{
ClutterActor *child = child_item->data;
g_assert (child != NULL);
if (CLUTTER_ACTOR_IS_VISIBLE (child))
clutter_actor_paint (child);
}
CLUTTER_NOTE (PAINT, "ClutterGroup paint leave '%s'",
clutter_actor_get_name (actor) ? clutter_actor_get_name (actor)
: "unknown");
}
static void
clutter_group_realize (ClutterActor *actor)
{
clutter_container_foreach (CLUTTER_CONTAINER (actor),
CLUTTER_CALLBACK (clutter_actor_realize),
NULL);
}
static void
clutter_group_unrealize (ClutterActor *actor)
{
clutter_container_foreach (CLUTTER_CONTAINER (actor),
CLUTTER_CALLBACK (clutter_actor_unrealize),
NULL);
}
static void
clutter_group_pick (ClutterActor *actor,
const ClutterColor *color)
{
/* Chain up so we get a bounding box pained (if we are reactive) */
CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->pick (actor, color);
/* Just forward to the paint call which in turn will trigger
* the child actors also getting 'picked'.
*/
if (CLUTTER_ACTOR_IS_VISIBLE (actor))
clutter_group_paint (actor);
}
static void
clutter_fixed_layout_get_preferred_width (GList *children,
ClutterUnit *min_width_p,
ClutterUnit *natural_width_p)
{
GList *l;
ClutterUnit min_left, min_right;
ClutterUnit natural_left, natural_right;
min_left = 0;
min_right = 0;
natural_left = 0;
natural_right = 0;
for (l = children; l != NULL; l = l->next)
{
ClutterActor *child = l->data;
ClutterUnit child_x, child_min, child_natural;
child_x = clutter_actor_get_xu (child);
clutter_actor_get_preferred_size (child,
&child_min, NULL,
&child_natural, NULL);
if (l == children)
{
/* First child */
min_left = child_x;
natural_left = child_x;
min_right = min_left + child_min;
natural_right = natural_left + child_natural;
}
else
{
/* Union of extents with previous children */
if (child_x < min_left)
min_left = child_x;
if (child_x < natural_left)
natural_left = child_x;
if (child_x + child_min > min_right)
min_right = child_x + child_min;
if (child_x + child_natural > natural_right)
natural_right = child_x + child_natural;
}
}
/* The preferred size is defined as the width and height we want starting
* from our origin, since our allocation will set the origin; so we now
* need to remove any part of the request that is to the left of the origin.
*/
if (min_left < 0)
min_left = 0;
if (natural_left < 0)
natural_left = 0;
if (min_right < 0)
min_right = 0;
if (natural_right < 0)
natural_right = 0;
g_assert (min_right >= min_left);
g_assert (natural_right >= natural_left);
if (min_width_p)
*min_width_p = min_right - min_left;
if (natural_width_p)
*natural_width_p = natural_right - min_left;
}
static void
clutter_fixed_layout_get_preferred_height (GList *children,
ClutterUnit *min_height_p,
ClutterUnit *natural_height_p)
{
GList *l;
ClutterUnit min_top, min_bottom;
ClutterUnit natural_top, natural_bottom;
min_top = 0;
min_bottom = 0;
natural_top = 0;
natural_bottom = 0;
for (l = children; l != NULL; l = l->next)
{
ClutterActor *child = l->data;
ClutterUnit child_y, child_min, child_natural;
child_y = clutter_actor_get_yu (child);
clutter_actor_get_preferred_size (child,
NULL, &child_min,
NULL, &child_natural);
if (l == children)
{
/* First child */
min_top = child_y;
natural_top = child_y;
min_bottom = min_top + child_min;
natural_bottom = natural_top + child_natural;
}
else
{
/* Union of extents with previous children */
if (child_y < min_top)
min_top = child_y;
if (child_y < natural_top)
natural_top = child_y;
if (child_y + child_min > min_bottom)
min_bottom = child_y + child_min;
if (child_y + child_natural > natural_bottom)
natural_bottom = child_y + child_natural;
}
}
/* The preferred size is defined as the width and height we want starting
* from our origin, since our allocation will set the origin; so we now
* need to remove any part of the request that is above the origin.
*/
if (min_top < 0)
min_top = 0;
if (natural_top < 0)
natural_top = 0;
if (min_bottom < 0)
min_bottom = 0;
if (natural_bottom < 0)
natural_bottom = 0;
g_assert (min_bottom >= min_top);
g_assert (natural_bottom >= natural_top);
if (min_height_p)
*min_height_p = min_bottom - min_top;
if (natural_height_p)
*natural_height_p = natural_bottom - min_top;
}
static void
clutter_fixed_layout_allocate (GList *children,
gboolean absolute_origin_changed)
{
GList *l;
for (l = children; l != NULL; l = l->next)
{
ClutterActor *child = l->data;
clutter_actor_allocate_preferred_size (child, absolute_origin_changed);
}
}
static void
clutter_group_get_preferred_width (ClutterActor *self,
ClutterUnit for_height,
ClutterUnit *min_width_p,
ClutterUnit *natural_width_p)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (self)->priv;
/* for_height is irrelevant to the fixed layout, so it's not used */
clutter_fixed_layout_get_preferred_width (priv->children,
min_width_p,
natural_width_p);
}
static void
clutter_group_get_preferred_height (ClutterActor *self,
ClutterUnit for_width,
ClutterUnit *min_height_p,
ClutterUnit *natural_height_p)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (self)->priv;
/* for_width is irrelevant to the fixed layout, so it's not used */
clutter_fixed_layout_get_preferred_height (priv->children,
min_height_p,
natural_height_p);
}
static void
clutter_group_allocate (ClutterActor *self,
const ClutterActorBox *box,
gboolean origin_changed)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (self)->priv;
/* chain up to set actor->allocation */
CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->allocate (self, box,
origin_changed);
/* Note that fixed-layout allocation of children does not care what
* allocation the container received, so "box" is not passed in
* here. We do not require that children's allocations are completely
* contained by our own.
*/
clutter_fixed_layout_allocate (priv->children, origin_changed);
}
static void
clutter_group_dispose (GObject *object)
{
ClutterGroup *self = CLUTTER_GROUP (object);
ClutterGroupPrivate *priv = self->priv;
if (priv->children)
{
g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
g_list_free (priv->children);
priv->children = NULL;
}
G_OBJECT_CLASS (clutter_group_parent_class)->dispose (object);
}
static void
clutter_group_real_show_all (ClutterActor *actor)
{
clutter_container_foreach (CLUTTER_CONTAINER (actor),
CLUTTER_CALLBACK (clutter_actor_show),
NULL);
clutter_actor_show (actor);
}
static void
clutter_group_real_hide_all (ClutterActor *actor)
{
clutter_actor_hide (actor);
clutter_container_foreach (CLUTTER_CONTAINER (actor),
CLUTTER_CALLBACK (clutter_actor_hide),
NULL);
}
static void
clutter_group_real_add (ClutterContainer *container,
ClutterActor *actor)
{
ClutterGroup *group = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = group->priv;
g_object_ref (actor);
/* the old ClutterGroup::add signal was emitted before the
* actor was added to the group, so that the class handler
* would actually add it. we need to emit the ::add signal
* here so that handlers expecting it will not freak out.
*/
g_signal_emit (group, group_signals[ADD], 0, actor);
priv->children = g_list_append (priv->children, actor);
clutter_actor_set_parent (actor, CLUTTER_ACTOR (group));
/* queue a relayout, to get the correct positioning inside
* the ::actor-added signal handlers
*/
clutter_actor_queue_relayout (CLUTTER_ACTOR (group));
g_signal_emit_by_name (container, "actor-added", actor);
clutter_group_sort_depth_order (group);
g_object_unref (actor);
}
static void
clutter_group_real_remove (ClutterContainer *container,
ClutterActor *actor)
{
ClutterGroup *group = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = group->priv;
g_object_ref (actor);
/* the old ClutterGroup::remove signal was emitted before the
* actor was removed from the group. see the comment in
* clutter_group_real_add() above for why we need to emit ::remove
* here and not later
*/
g_signal_emit (group, group_signals[REMOVE], 0, actor);
priv->children = g_list_remove (priv->children, actor);
clutter_actor_unparent (actor);
/* queue a relayout, to get the correct positioning inside
* the ::actor-removed signal handlers
*/
clutter_actor_queue_relayout (CLUTTER_ACTOR (group));
/* at this point, the actor passed to the "actor-removed" signal
* handlers is not parented anymore to the container but since we
* are holding a reference on it, it's still valid
*/
g_signal_emit_by_name (container, "actor-removed", actor);
if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (group)))
clutter_actor_queue_redraw (CLUTTER_ACTOR (group));
g_object_unref (actor);
}
static void
clutter_group_real_foreach (ClutterContainer *container,
ClutterCallback callback,
gpointer user_data)
{
ClutterGroup *group = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = group->priv;
GList *l;
for (l = priv->children; l; l = l->next)
(* callback) (CLUTTER_ACTOR (l->data), user_data);
}
static void
clutter_group_real_raise (ClutterContainer *container,
ClutterActor *actor,
ClutterActor *sibling)
{
ClutterGroup *self = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = self->priv;
priv->children = g_list_remove (priv->children, actor);
/* Raise at the top */
if (!sibling)
{
GList *last_item;
last_item = g_list_last (priv->children);
if (last_item)
sibling = last_item->data;
priv->children = g_list_append (priv->children, actor);
}
else
{
gint pos;
pos = g_list_index (priv->children, sibling) + 1;
priv->children = g_list_insert (priv->children, actor, pos);
}
/* set Z ordering a value below, this will then call sort
* as values are equal ordering shouldn't change but Z
* values will be correct.
*
* FIXME: optimise
*/
if (sibling &&
clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
{
clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
}
if (CLUTTER_ACTOR_IS_VISIBLE (container))
clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
}
static void
clutter_group_real_lower (ClutterContainer *container,
ClutterActor *actor,
ClutterActor *sibling)
{
ClutterGroup *self = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = self->priv;
priv->children = g_list_remove (priv->children, actor);
/* Push to bottom */
if (!sibling)
{
GList *last_item;
last_item = g_list_first (priv->children);
if (last_item)
sibling = last_item->data;
priv->children = g_list_prepend (priv->children, actor);
}
else
{
gint pos;
pos = g_list_index (priv->children, sibling);
priv->children = g_list_insert (priv->children, actor, pos);
}
/* See comment in group_raise for this */
if (sibling &&
clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
{
clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
}
if (CLUTTER_ACTOR_IS_VISIBLE (container))
clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
}
static gint
sort_z_order (gconstpointer a,
gconstpointer b)
{
int depth_a, depth_b;
depth_a = clutter_actor_get_depth (CLUTTER_ACTOR(a));
depth_b = clutter_actor_get_depth (CLUTTER_ACTOR(b));
return (depth_a - depth_b);
}
static void
clutter_group_real_sort_depth_order (ClutterContainer *container)
{
ClutterGroup *self = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = self->priv;
priv->children = g_list_sort (priv->children, sort_z_order);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
}
static void
clutter_container_iface_init (ClutterContainerIface *iface)
{
iface->add = clutter_group_real_add;
iface->remove = clutter_group_real_remove;
iface->foreach = clutter_group_real_foreach;
iface->raise = clutter_group_real_raise;
iface->lower = clutter_group_real_lower;
iface->sort_depth_order = clutter_group_real_sort_depth_order;
}
static void
clutter_group_class_init (ClutterGroupClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
object_class->dispose = clutter_group_dispose;
actor_class->paint = clutter_group_paint;
actor_class->pick = clutter_group_pick;
actor_class->show_all = clutter_group_real_show_all;
actor_class->hide_all = clutter_group_real_hide_all;
actor_class->realize = clutter_group_realize;
actor_class->unrealize = clutter_group_unrealize;
actor_class->get_preferred_width = clutter_group_get_preferred_width;
actor_class->get_preferred_height = clutter_group_get_preferred_height;
actor_class->allocate = clutter_group_allocate;
/**
* ClutterGroup::add:
* @group: the #ClutterGroup that received the signal
* @actor: the actor added to the group
*
* The ::add signal is emitted each time an actor has been added
* to the group.
*
* @Deprecated: 0.4: This signal is deprecated, you should connect
* to the ClutterContainer::actor-added signal instead.
*/
group_signals[ADD] =
g_signal_new ("add",
G_OBJECT_CLASS_TYPE (object_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterGroupClass, add),
NULL, NULL,
clutter_marshal_VOID__OBJECT,
G_TYPE_NONE, 1,
CLUTTER_TYPE_ACTOR);
/**
* ClutterGroup::remove:
* @group: the #ClutterGroup that received the signal
* @actor: the actor added to the group
*
* The ::remove signal is emitted each time an actor has been removed
* from the group
*
* @Deprecated: 0.4: This signal is deprecated, you should connect
* to the ClutterContainer::actor-removed signal instead
*/
group_signals[REMOVE] =
g_signal_new ("remove",
G_OBJECT_CLASS_TYPE (object_class),
G_SIGNAL_RUN_FIRST,
G_STRUCT_OFFSET (ClutterGroupClass, remove),
NULL, NULL,
clutter_marshal_VOID__OBJECT,
G_TYPE_NONE, 1,
CLUTTER_TYPE_ACTOR);
g_type_class_add_private (object_class, sizeof (ClutterGroupPrivate));
}
static void
clutter_group_init (ClutterGroup *self)
{
self->priv = CLUTTER_GROUP_GET_PRIVATE (self);
}
/**
* clutter_group_new:
*
* Create a new #ClutterGroup.
*
* Return value: the newly created #ClutterGroup actor
*/
ClutterActor *
clutter_group_new (void)
{
return g_object_new (CLUTTER_TYPE_GROUP, NULL);
}
/**
* clutter_group_add_many_valist:
* @group: a #ClutterGroup
* @first_actor: the #ClutterActor actor to add to the group
* @var_args: the actors to be added
*
* Similar to clutter_group_add_many() but using a va_list. Use this
* function inside bindings.
*
* @Deprecated: 0.4: This function is obsolete, use
* clutter_container_add_valist() instead.
*/
void
clutter_group_add_many_valist (ClutterGroup *group,
ClutterActor *first_actor,
va_list var_args)
{
clutter_container_add_valist (CLUTTER_CONTAINER (group), first_actor, var_args);
}
/**
* clutter_group_add_many:
* @group: A #ClutterGroup
* @first_actor: the #ClutterActor actor to add to the group
* @Varargs: additional actors to add to the group
*
* Adds a %NULL-terminated list of actors to a group. This function is
* equivalent to calling clutter_group_add() for each member of the list.
*
* @Deprecated: 0.4: This function is obsolete, use clutter_container_add()
* instead.
*/
void
clutter_group_add_many (ClutterGroup *group,
ClutterActor *first_actor,
...)
{
va_list args;
va_start (args, first_actor);
clutter_container_add_valist (CLUTTER_CONTAINER (group), first_actor, args);
va_end (args);
}
/**
* clutter_group_remove
* @group: A #ClutterGroup
* @actor: A #ClutterActor
*
* Removes a child #ClutterActor from the parent #ClutterGroup.
*
* @Deprecated: 0.4: This function is obsolete, use
* clutter_container_remove_actor() instead.
*/
void
clutter_group_remove (ClutterGroup *group,
ClutterActor *actor)
{
clutter_container_remove_actor (CLUTTER_CONTAINER (group), actor);
}
/**
* clutter_group_remove_all:
* @group: A #ClutterGroup
*
* Removes all children actors from the #ClutterGroup.
*/
void
clutter_group_remove_all (ClutterGroup *group)
{
GList *children;
g_return_if_fail (CLUTTER_IS_GROUP (group));
children = group->priv->children;
while (children)
{
ClutterActor *child = children->data;
children = children->next;
clutter_container_remove_actor (CLUTTER_CONTAINER (group), child);
}
}
/**
* clutter_group_get_children:
* @self: A #ClutterGroup
*
* Get a list containing all actors contained in the group.
*
* Return value: A list of #ClutterActors. You should free the returned
* list using g_list_free() when finished using it.
*
* @Deprecated: 0.4: This function is obsolete, use
* clutter_container_get_children() instead.
*/
GList*
clutter_group_get_children (ClutterGroup *self)
{
return clutter_container_get_children (CLUTTER_CONTAINER (self));
}
/**
* clutter_group_get_n_children:
* @self: A #ClutterGroup
*
* Gets the number of actors held in the group.
*
* Return value: The number of child actors held in the group.
*
* Since: 0.2
**/
gint
clutter_group_get_n_children (ClutterGroup *self)
{
g_return_val_if_fail (CLUTTER_IS_GROUP (self), 0);
return g_list_length (self->priv->children);
}
/**
* clutter_group_get_nth_child:
* @self: A #ClutterGroup
* @index_: the position of the requested actor.
*
* Gets a groups child held at @index_ in stack.
*
* Return value: (transfer none): A Clutter actor or NULL if @index_ is invalid.
*
* Since: 0.2
**/
ClutterActor *
clutter_group_get_nth_child (ClutterGroup *self,
gint index_)
{
g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
return g_list_nth_data (self->priv->children, index_);
}
/**
* clutter_group_raise:
* @self: a #ClutterGroup
* @actor: a #ClutterActor
* @sibling: a #ClutterActor
*
* Raises @actor to @sibling level in the depth ordering.
*
* Deprecated: 0.6: Use clutter_container_raise_child() instead.
*/
void
clutter_group_raise (ClutterGroup *self,
ClutterActor *actor,
ClutterActor *sibling)
{
g_return_if_fail (CLUTTER_IS_GROUP (self));
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
if (actor == sibling)
return;
clutter_container_raise_child (CLUTTER_CONTAINER (self), actor, sibling);
}
/**
* clutter_group_lower:
* @self: a #ClutterGroup
* @actor: a #ClutterActor
* @sibling: a #ClutterActor
*
* Lowers @actor to @sibling level in the depth ordering.
*
* Deprecated: 0.6: Use clutter_container_lower_child() instead
*/
void
clutter_group_lower (ClutterGroup *self,
ClutterActor *actor,
ClutterActor *sibling)
{
g_return_if_fail (CLUTTER_IS_GROUP (self));
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
if (actor == sibling)
return;
clutter_container_lower_child (CLUTTER_CONTAINER (self), actor, sibling);
}
/**
* clutter_group_sort_depth_order:
* @self: A #ClutterGroup
*
* Sorts a #ClutterGroup's children by their depth value.
* This function should not be used by applications.
*
* Deprecated: 0.6: Use clutter_container_sort_depth_order() instead.
*/
void
clutter_group_sort_depth_order (ClutterGroup *self)
{
g_return_if_fail (CLUTTER_IS_GROUP (self));
clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
}