1bd964c757
* clutter/clutter-actor.c: (clutter_actor_paint): * clutter/clutter-clone-texture.c: (clutter_clone_texture_paint): * clutter/clutter-group.c: (clutter_group_paint): * clutter/clutter-rectangle.c: (clutter_rectangle_paint): * clutter/clutter-texture.c: (clutter_texture_paint): Fix for #156. clutter_actor_paint() now translates to actor position as to not fix scaled groups positioning. Sub classes now paint at 0,0.
635 lines
14 KiB
C
635 lines
14 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-group
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* @short_description: Base class for actors which contain multiple child
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* actors.
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*
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* #ClutterGroup is an Actor which can contain multiple child actors.
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*/
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#include "config.h"
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#include <stdarg.h>
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#include "clutter-group.h"
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#include "clutter-main.h"
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#include "clutter-marshal.h"
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#include "clutter-enum-types.h"
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enum
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{
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ADD,
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REMOVE,
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LAST_SIGNAL
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};
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static guint group_signals[LAST_SIGNAL] = { 0 };
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G_DEFINE_TYPE (ClutterGroup, clutter_group, CLUTTER_TYPE_ACTOR);
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#define CLUTTER_GROUP_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_GROUP, ClutterGroupPrivate))
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struct _ClutterGroupPrivate
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{
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GList *children;
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};
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static void
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clutter_group_paint (ClutterActor *actor)
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{
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ClutterGroup *self = CLUTTER_GROUP(actor);
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GList *child_item;
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glPushMatrix();
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for (child_item = self->priv->children;
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child_item != NULL;
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child_item = child_item->next)
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{
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ClutterActor *child = child_item->data;
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g_assert (child != NULL);
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if (CLUTTER_ACTOR_IS_MAPPED (child))
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clutter_actor_paint (child);
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}
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glPopMatrix();
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}
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static void
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clutter_group_request_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterActorBox cbox;
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clutter_actor_allocate_coords (self, &cbox);
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/* Only positioning works.
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* Sizing requests fail, use scale() instead
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*/
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box->x2 = box->x1 + (cbox.x2 - cbox.x1);
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box->y2 = box->y1 + (cbox.y2 - cbox.y1);
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}
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static void
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clutter_group_allocate_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterGroupPrivate *priv;
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GList *child_item;
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priv = CLUTTER_GROUP(self)->priv;
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child_item = priv->children;
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/* FIXME: Cache these values */
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if (child_item)
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{
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do
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{
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ClutterActor *child = CLUTTER_ACTOR(child_item->data);
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/* Once added we include in sizing - doesn't matter if visible */
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/* if (CLUTTER_ACTOR_IS_VISIBLE (child)) */
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{
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ClutterActorBox cbox;
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clutter_actor_allocate_coords (child, &cbox);
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/* Ignore any children with offscreen ( negaive )
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* positions.
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*
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* Also x1 and x2 will be set by parent caller.
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*/
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if (box->x2 == 0 || cbox.x2 > box->x2)
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box->x2 = cbox.x2;
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if (box->y2 == 0 || cbox.y2 < box->y2)
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box->y2 = cbox.y2;
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}
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}
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while ((child_item = g_list_next(child_item)) != NULL);
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}
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}
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static void
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clutter_group_dispose (GObject *object)
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{
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ClutterGroup *self = CLUTTER_GROUP (object);
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clutter_group_foreach (self,
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CLUTTER_CALLBACK (clutter_actor_destroy),
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NULL);
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G_OBJECT_CLASS (clutter_group_parent_class)->dispose (object);
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}
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static void
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clutter_group_finalize (GObject *object)
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{
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G_OBJECT_CLASS (clutter_group_parent_class)->finalize (object);
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}
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static void
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clutter_group_class_init (ClutterGroupClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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actor_class->paint = clutter_group_paint;
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/*
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actor_class->show = clutter_group_show_all;
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actor_class->hide = clutter_group_hide_all;
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*/
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actor_class->request_coords = clutter_group_request_coords;
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actor_class->allocate_coords = clutter_group_allocate_coords;
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/* GObject */
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object_class->finalize = clutter_group_finalize;
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object_class->dispose = clutter_group_dispose;
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group_signals[ADD] =
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g_signal_new ("add",
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G_OBJECT_CLASS_TYPE (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterGroupClass, add),
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NULL, NULL,
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clutter_marshal_VOID__OBJECT,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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group_signals[REMOVE] =
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g_signal_new ("remove",
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G_OBJECT_CLASS_TYPE (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterGroupClass, remove),
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NULL, NULL,
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clutter_marshal_VOID__OBJECT,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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g_type_class_add_private (object_class, sizeof (ClutterGroupPrivate));
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}
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static void
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clutter_group_init (ClutterGroup *self)
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{
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self->priv = CLUTTER_GROUP_GET_PRIVATE (self);
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}
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/**
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* clutter_group_new:
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*
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* Create a new #ClutterGroup instance.
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*
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* returns a new #ClutterGroup
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**/
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ClutterActor *
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clutter_group_new (void)
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{
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return g_object_new (CLUTTER_TYPE_GROUP, NULL);
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}
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/**
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* clutter_group_get_children:
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* @self: A #ClutterGroup
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*
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* Get a list containing all actors contained in the group.
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*
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* Return value: A GList containing child #ClutterActors. You
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* should free the returned list using g_list_free() when
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* finished using it.
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*/
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GList*
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clutter_group_get_children (ClutterGroup *self)
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{
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/* FIXME: remane get_actors() */
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g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
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return g_list_copy(self->priv->children);
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}
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/**
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* clutter_group_foreach:
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* @self: A #ClutterGroup
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* @callback: a callback
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* @user_data: callback user data
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*
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* Invokes callback on each child of the group.
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**/
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void
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clutter_group_foreach (ClutterGroup *self,
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ClutterCallback callback,
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gpointer user_data)
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{
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ClutterActor *child;
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GList *children;
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g_return_if_fail (CLUTTER_IS_GROUP (self));
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g_return_if_fail (callback != NULL);
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children = self->priv->children;
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while (children)
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{
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child = children->data;
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(*callback) (child, user_data);
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children = g_list_next(children);
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}
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}
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/**
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* clutter_group_show_all:
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* @self: A #ClutterGroup
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*
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* Show all child actors of the group. Note, does not recurse.
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**/
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void
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clutter_group_show_all (ClutterGroup *self)
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{
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g_return_if_fail (CLUTTER_IS_GROUP (self));
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clutter_actor_show(CLUTTER_ACTOR(self));
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g_list_foreach (self->priv->children,
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(GFunc)clutter_actor_show,
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NULL);
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}
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/**
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* clutter_group_hide_all:
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* @self: A #ClutterGroup
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*
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* Hide all child actors of the group. Note, does not recurse.
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**/
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void
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clutter_group_hide_all (ClutterGroup *self)
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{
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g_return_if_fail (CLUTTER_IS_GROUP (self));
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clutter_actor_hide(CLUTTER_ACTOR(self));
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g_list_foreach (self->priv->children,
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(GFunc)clutter_actor_hide,
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NULL);
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}
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/**
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* clutter_group_add:
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* @self: A #ClutterGroup
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* @actor: A #ClutterActor
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*
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* Adds a new child #ClutterActor to the #ClutterGroup.
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**/
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void
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clutter_group_add (ClutterGroup *self,
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ClutterActor *actor)
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{
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ClutterActor *parent;
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/* FIXME: add() needs to be somehow overidden */
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g_return_if_fail (CLUTTER_IS_GROUP (self));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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parent = clutter_actor_get_parent (actor);
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if (parent)
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{
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g_warning ("Attempting to add actor of type `%s' to a "
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"group of type `%s', but the actor has already "
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"a parent of type `%s'.",
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g_type_name (G_OBJECT_TYPE (actor)),
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g_type_name (G_OBJECT_TYPE (self)),
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g_type_name (G_OBJECT_TYPE (parent)));
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return;
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}
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g_object_ref (actor);
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self->priv->children = g_list_append (self->priv->children, actor);
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clutter_actor_set_parent (actor, CLUTTER_ACTOR (self));
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clutter_group_sort_depth_order (self);
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g_signal_emit (self, group_signals[ADD], 0, actor);
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g_object_unref (actor);
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}
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/**
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* clutter_group_add_many_valist:
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* @self: a #ClutterGroup
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* @first_actor: the #ClutterActor actor to add to the group
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* @args: the actors to be added
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*
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* Similar to clutter_group_add_many() but using a va_list. Use this
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* function inside bindings.
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*/
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void
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clutter_group_add_many_valist (ClutterGroup *self,
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ClutterActor *first_actor,
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va_list args)
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{
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ClutterActor *actor;
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g_return_if_fail (CLUTTER_IS_GROUP (self));
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g_return_if_fail (CLUTTER_IS_ACTOR (first_actor));
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actor = first_actor;
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while (actor)
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{
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clutter_group_add (self, actor);
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actor = va_arg (args, ClutterActor *);
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}
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}
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/**
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* clutter_group_add_many:
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* @self: A #ClutterGroup
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* @first_actor: the #ClutterActor actor to add to the group
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* @Varargs: additional actors to add to the group
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*
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* Adds a NULL-terminated list of actors to a group. This function is
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* equivalent to calling clutter_group_add() for each member of the list.
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*/
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void
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clutter_group_add_many (ClutterGroup *self,
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ClutterActor *first_actor,
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...)
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{
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va_list args;
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va_start (args, first_actor);
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clutter_group_add_many_valist (self, first_actor, args);
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va_end (args);
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}
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/**
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* clutter_group_remove
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* @self: A #ClutterGroup
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* @actor: A #ClutterActor
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*
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* Remove a child #ClutterActor from the #ClutterGroup.
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**/
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void
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clutter_group_remove (ClutterGroup *self,
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ClutterActor *actor)
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{
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ClutterActor *parent;
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g_return_if_fail (CLUTTER_IS_GROUP (self));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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parent = clutter_actor_get_parent (actor);
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if (parent != CLUTTER_ACTOR (self))
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{
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g_warning ("Attempting to remove actor of type `%s' from "
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"group of class `%s', but the group is not the "
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"actor's parent.",
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g_type_name (G_OBJECT_TYPE (actor)),
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g_type_name (G_OBJECT_TYPE (self)));
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return;
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}
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g_object_ref (actor);
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self->priv->children = g_list_remove (self->priv->children, actor);
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clutter_actor_unparent (actor);
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g_signal_emit (self, group_signals[REMOVE], 0, actor);
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if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (self)))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
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g_object_unref (actor);
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}
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/**
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* clutter_group_remove_all:
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* @self: A #ClutterGroup
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*
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* Remove all child #ClutterActor from the #ClutterGroup.
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*/
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void
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clutter_group_remove_all (ClutterGroup *self)
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{
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GList *child_item;
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g_return_if_fail (CLUTTER_IS_GROUP (self));
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child_item = self->priv->children;
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if (child_item)
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{
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do
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{
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clutter_group_remove (self, CLUTTER_ACTOR(child_item->data));
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}
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while ((child_item = g_list_next(child_item)) != NULL);
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}
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}
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/**
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* clutter_group_find_child_by_id:
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* @self: A #ClutterGroup
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* @id: A unique #Clutteractor ID
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*
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* Finds a child actor of a group by its unique ID. Search recurses
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* into any child groups.
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*
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* Returns: the #ClutterActor if found, or NULL.
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*/
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ClutterActor *
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clutter_group_find_child_by_id (ClutterGroup *self,
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guint id)
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{
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ClutterActor *actor = NULL, *inner_actor;
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GList *child_item;
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g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
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if (clutter_actor_get_id (CLUTTER_ACTOR(self)) == id)
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return CLUTTER_ACTOR(self);
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child_item = self->priv->children;
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if (child_item)
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{
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do
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{
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inner_actor = (ClutterActor*)child_item->data;
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if (clutter_actor_get_id (inner_actor) == id)
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return inner_actor;
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if (CLUTTER_IS_GROUP(inner_actor))
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{
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actor =
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clutter_group_find_child_by_id (CLUTTER_GROUP(inner_actor),
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id);
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if (actor)
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return actor;
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}
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}
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while ((child_item = g_list_next(child_item)) != NULL);
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}
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return actor;
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}
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/**
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* clutter_group_raise:
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* @self: a #ClutterGroup
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* @actor: a #ClutterActor
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* @sibling: a #ClutterActor
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*
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* FIXME
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*/
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void
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clutter_group_raise (ClutterGroup *self,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterGroupPrivate *priv;
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gint pos;
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g_return_if_fail (actor != sibling);
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priv = self->priv;
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pos = g_list_index (priv->children, actor) + 1;
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priv->children = g_list_remove (priv->children, actor);
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if (sibling == NULL)
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{
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GList *last_item;
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/* Raise top */
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last_item = g_list_last (priv->children);
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sibling = last_item->data;
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priv->children = g_list_append (priv->children, actor);
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}
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else
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{
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priv->children = g_list_insert (priv->children, actor, pos);
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}
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/* set Z ordering a value below, this will then call sort
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* as values are equal ordering shouldn't change but Z
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* values will be correct.
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* FIXME: optimise
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*/
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if (clutter_actor_get_depth(sibling) != clutter_actor_get_depth(actor))
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clutter_actor_set_depth (actor,
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clutter_actor_get_depth(sibling));
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}
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/**
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* clutter_group_lower:
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* @self: a #ClutterGroup
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* @actor: a #ClutterActor
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* @sibling: a #ClutterActor
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*
|
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* FIXME
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|
*/
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void
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clutter_group_lower (ClutterGroup *self,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterGroupPrivate *priv;
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gint pos;
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g_return_if_fail (actor != sibling);
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priv = self->priv;
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pos = g_list_index (priv->children, actor) - 1;
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priv->children = g_list_remove (priv->children, actor);
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|
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if (sibling == NULL)
|
|
{
|
|
GList *last_item;
|
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/* Raise top */
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last_item = g_list_first (priv->children);
|
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sibling = last_item->data;
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|
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priv->children = g_list_prepend (priv->children, actor);
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}
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else
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priv->children = g_list_insert (priv->children, actor, pos);
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|
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/* See comment in group_raise for this */
|
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if (clutter_actor_get_depth(sibling) != clutter_actor_get_depth(actor))
|
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clutter_actor_set_depth (actor,
|
|
clutter_actor_get_depth(sibling));
|
|
}
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|
|
static gint
|
|
sort_z_order (gconstpointer a, gconstpointer b)
|
|
{
|
|
if (clutter_actor_get_depth (CLUTTER_ACTOR(a))
|
|
== clutter_actor_get_depth (CLUTTER_ACTOR(b)))
|
|
return 0;
|
|
|
|
if (clutter_actor_get_depth (CLUTTER_ACTOR(a))
|
|
> clutter_actor_get_depth (CLUTTER_ACTOR(b)))
|
|
return 1;
|
|
|
|
return -1;
|
|
}
|
|
|
|
/**
|
|
* clutter_group_sort_depth_order:
|
|
* @self: A #ClutterGroup
|
|
*
|
|
* Sorts a #ClutterGroup's children by there depth value.
|
|
* This function should not be used by applications.
|
|
**/
|
|
void
|
|
clutter_group_sort_depth_order (ClutterGroup *self)
|
|
{
|
|
ClutterGroupPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_GROUP(self));
|
|
|
|
priv = self->priv;
|
|
|
|
priv->children = g_list_sort (priv->children, sort_z_order);
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR(self)))
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR(self));
|
|
}
|