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

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

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

2612 lines
64 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.
*/
#include "config.h"
#include "clutter-actor.h"
#include "clutter-container.h"
#include "clutter-main.h"
#include "clutter-enum-types.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-units.h"
#include "cogl.h"
G_DEFINE_ABSTRACT_TYPE (ClutterActor,
clutter_actor,
G_TYPE_INITIALLY_UNOWNED);
static guint32 __id = 0;
#define CLUTTER_ACTOR_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
struct _ClutterActorPrivate
{
ClutterActorBox coords;
ClutterGeometry clip; /* FIXME: Should be Units */
guint has_clip : 1;
ClutterFixed rxang, ryang, rzang; /* Rotation*/
gint rzx, rzy, rxy, rxz, ryx, ryz; /* FIXME: Should be Units */
gint z;
guint8 opacity;
ClutterActor *parent_actor;
gchar *name;
ClutterFixed scale_x, scale_y;
guint32 id; /* Unique ID */
};
enum
{
PROP_0,
PROP_X,
PROP_Y,
PROP_WIDTH,
PROP_HEIGHT,
PROP_CLIP,
PROP_HAS_CLIP,
PROP_OPACITY,
PROP_NAME,
PROP_VISIBLE
};
enum
{
SHOW,
HIDE,
DESTROY,
PARENT_SET,
LAST_SIGNAL
};
static guint actor_signals[LAST_SIGNAL] = { 0, };
static gboolean
redraw_update_idle (gpointer data)
{
ClutterMainContext *ctx = CLUTTER_CONTEXT();
if (ctx->update_idle)
{
g_source_remove (ctx->update_idle);
ctx->update_idle = 0;
}
clutter_redraw ();
return FALSE;
}
static void
clutter_actor_real_show (ClutterActor *self)
{
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
{
if (!CLUTTER_ACTOR_IS_REALIZED (self))
clutter_actor_realize (self);
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
}
/**
* clutter_actor_show
* @self: A #ClutterActor
*
* Flags a clutter actor to be displayed. An actor not shown will not
* appear on the display.
**/
void
clutter_actor_show (ClutterActor *self)
{
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
{
g_object_ref (self);
g_signal_emit (self, actor_signals[SHOW], 0);
g_object_notify (G_OBJECT (self), "visible");
g_object_unref (self);
}
}
/**
* clutter_actor_show_all:
* @self: a #ClutterActor
*
* Recursively show an actor, and any child actor if @self has
* child actors.
*
* 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_MAPPED);
clutter_actor_queue_redraw (self);
}
}
/**
* clutter_actor_hide
* @self: A #ClutterActor
*
* Flags a clutter actor to be hidden. An actor not shown will not
* appear on the display.
**/
void
clutter_actor_hide (ClutterActor *self)
{
if (CLUTTER_ACTOR_IS_VISIBLE (self))
{
g_object_ref (self);
g_signal_emit (self, actor_signals[HIDE], 0);
g_object_notify (G_OBJECT (self), "visible");
g_object_unref (self);
}
}
/**
* clutter_actor_hide_all:
* @self: a #ClutterActor
*
* Recursively hides an actor, and any child actor if @self
* has child actors.
*
* 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.
**/
void
clutter_actor_realize (ClutterActor *self)
{
ClutterActorClass *klass;
if (CLUTTER_ACTOR_IS_REALIZED (self))
return;
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->realize)
(klass->realize) (self);
}
/**
* clutter_actor_unrealize
* @self: A #ClutterActor
*
* Frees up any underlying graphics resources needed by the actor to be
* displayed.
**/
void
clutter_actor_unrealize (ClutterActor *self)
{
ClutterActorClass *klass;
if (!CLUTTER_ACTOR_IS_REALIZED (self))
return;
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->unrealize)
(klass->unrealize) (self);
}
/**
* clutter_actor_pick:
* @self: A #ClutterActor
* @color: A #ClutterColor
*
* Renders a silhouette of the actor in supplied color.
*
* This function should not never be called directly by applications.
**/
void
clutter_actor_pick (ClutterActor *self,
const ClutterColor *color)
{
ClutterActorClass *klass;
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (G_UNLIKELY(klass->pick))
{
/* Its pretty unlikely anything other than a container actor
* would need to supply its own pick method.
*/
(klass->pick) (self, color);
}
else
{
cogl_color (color);
cogl_rectangle (0,
0,
clutter_actor_get_width(self),
clutter_actor_get_height(self));
}
}
/*
* Utility functions for manipulating transformation matrix
*
* Matrix: 4x4 of ClutterFixed
*/
#define M(m,row,col) (m)[col*4+row]
/* Transform point (x,y,z) by matrix */
static void
mtx_transform (ClutterFixed m[16],
ClutterFixed *x, ClutterFixed *y, ClutterFixed *z,
ClutterFixed *w)
{
ClutterFixed _x, _y, _z, _w;
_x = *x;
_y = *y;
_z = *z;
_w = *w;
/* We care lot about precission here, so have to use QMUL */
*x = CFX_QMUL (M (m,0,0), _x) + CFX_QMUL (M (m,0,1), _y) +
CFX_QMUL (M (m,0,2), _z) + CFX_QMUL (M (m,0,3), _w);
*y = CFX_QMUL (M (m,1,0), _x) + CFX_QMUL (M (m,1,1), _y) +
CFX_QMUL (M (m,1,2), _z) + CFX_QMUL (M (m,1,3), _w);
*z = CFX_QMUL (M (m,2,0), _x) + CFX_QMUL (M (m,2,1), _y) +
CFX_QMUL (M (m,2,2), _z) + CFX_QMUL (M (m,2,3), _w);
*w = CFX_QMUL (M (m,3,0), _x) + CFX_QMUL (M (m,3,1), _y) +
CFX_QMUL (M (m,3,2), _z) + CFX_QMUL (M (m,3,3), _w);
/* Specially for Matthew: was going to put a comment here, but could not
* think of anything at all to say ;)
*/
}
/* 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,
ClutterUnit *x,
ClutterUnit *y,
ClutterUnit *z,
ClutterUnit *w)
{
ClutterFixed mtx[16];
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
priv = actor->priv;
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (actor);
cogl_get_modelview_matrix (mtx);
mtx_transform (mtx, x, y, z, w);
cogl_pop_matrix();
}
/* 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) (CFX_MUL( \
((CFX_DIV (x,w) + CFX_ONE) >> 1), v1) \
+ v2)
#define MTX_GL_SCALE_Y(y,w,v1,v2) (v1 - CFX_MUL( \
((CFX_DIV (y,w) + CFX_ONE) >> 1), v1) \
+ v2)
#define MTX_GL_SCALE_Z(z,w,v1,v2) MTX_GL_SCALE_X(z,w,v1,v2)
/**
* 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 coordiances
*
* Since: 0.4
**/
void
clutter_actor_apply_transform_to_point (ClutterActor *self,
ClutterVertex *point,
ClutterVertex *vertex)
{
ClutterFixed mtx_p[16];
ClutterFixed v[4];
ClutterFixed w = CFX_ONE;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
/* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point (self, &point->x, &point->y, &point->z, &w);
cogl_get_projection_matrix (mtx_p);
cogl_get_viewport (v);
/* Now, transform it again with the projection matrix */
mtx_transform (mtx_p, &point->x, &point->y, &point->z, &w);
/* Finaly translate from OpenGL coords to window coords */
vertex->x = MTX_GL_SCALE_X(point->x,w,v[2],v[0]);
vertex->y = MTX_GL_SCALE_Y(point->y,w,v[3],v[1]);
vertex->z = MTX_GL_SCALE_Z(point->z,w,v[2],v[0]);
}
/* Recursively tranform supplied vertices with the tranform for the current
* actor and all its ancestors (like clutter_actor_transform_point() but
* for all the vertices in one go).
*/
static void
clutter_actor_transform_vertices (ClutterActor * self,
ClutterVertex verts[4],
ClutterFixed w[4])
{
ClutterFixed mtx[16];
ClutterFixed _x, _y, _z, _w;
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
cogl_push_matrix();
_clutter_actor_apply_modelview_transform_recursive (self);
cogl_get_modelview_matrix (mtx);
_x = 0;
_y = 0;
_z = 0;
_w = CFX_ONE;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[0].x = _x;
verts[0].y = _y;
verts[0].z = _z;
w[0] = _w;
_x = priv->coords.x2 - priv->coords.x1;
_y = 0;
_z = 0;
_w = CFX_ONE;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[1].x = _x;
verts[1].y = _y;
verts[1].z = _z;
w[1] = _w;
_x = 0;
_y = priv->coords.y2 - priv->coords.y1;
_z = 0;
_w = CFX_ONE;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[2].x = _x;
verts[2].y = _y;
verts[2].z = _z;
w[2] = _w;
_x = priv->coords.x2 - priv->coords.x1;
_y = priv->coords.y2 - priv->coords.y1;
_z = 0;
_w = CFX_ONE;
mtx_transform (mtx, &_x, &_y, &_z, &_w);
verts[3].x = _x;
verts[3].y = _y;
verts[3].z = _z;
w[3] = _w;
cogl_pop_matrix();
}
/**
* clutter_actor_get_vertices:
* @self: A #ClutterActor
* @verts: Pointer to a location of an array of 4 #ClutterVertex where to
* store the result.
*
* Calculates the tranformed screen coordinaces of the four corners of
* the actor; the returned vertices relate to the ClutterActoBox
* coordinances as follows:
*
* v[0] contains (x1, y1)
* v[1] contains (x2, y1)
* v[2] contains (x1, y2)
* v[3] contains (x2, y2)
*
* Since: 0.4
**/
void
clutter_actor_get_vertices (ClutterActor *self,
ClutterVertex verts[4])
{
ClutterFixed mtx_p[16];
ClutterFixed v[4];
ClutterFixed w[4];
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
clutter_actor_transform_vertices (self, verts, w);
cogl_get_projection_matrix (mtx_p);
cogl_get_viewport (v);
mtx_transform (mtx_p,
&verts[0].x,
&verts[0].y,
&verts[0].z,
&w[0]);
verts[0].x = MTX_GL_SCALE_X (verts[0].x, w[0], v[2], v[0]);
verts[0].y = MTX_GL_SCALE_Y (verts[0].y, w[0], v[3], v[1]);
verts[0].z = MTX_GL_SCALE_Z (verts[0].z, w[0], v[2], v[0]);
mtx_transform (mtx_p,
&verts[1].x,
&verts[1].y,
&verts[1].z,
&w[1]);
verts[1].x = MTX_GL_SCALE_X (verts[1].x, w[1], v[2], v[0]);
verts[1].y = MTX_GL_SCALE_Y (verts[1].y, w[1], v[3], v[1]);
verts[1].z = MTX_GL_SCALE_Z (verts[1].z, w[1], v[2], v[0]);
mtx_transform (mtx_p,
&verts[2].x,
&verts[2].y,
&verts[2].z,
&w[2]);
verts[2].x = MTX_GL_SCALE_X (verts[2].x, w[2], v[2], v[0]);
verts[2].y = MTX_GL_SCALE_Y (verts[2].y, w[2], v[3], v[1]);
verts[2].z = MTX_GL_SCALE_Z (verts[2].z, w[2], v[2], v[0]);
mtx_transform (mtx_p,
&verts[3].x,
&verts[3].y,
&verts[3].z,
&w[3]);
verts[3].x = MTX_GL_SCALE_X (verts[3].x, w[3], v[2], v[0]);
verts[3].y = MTX_GL_SCALE_Y (verts[3].y, w[3], v[3], v[1]);
verts[3].z = MTX_GL_SCALE_Z (verts[3].z, w[3], v[2], v[0]);
}
/* 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
*/
void
_clutter_actor_apply_modelview_transform (ClutterActor * self)
{
ClutterActorPrivate *priv = self->priv;
if (clutter_actor_get_parent (self) != NULL)
{
cogl_translate (CLUTTER_UNITS_TO_INT (priv->coords.x1),
CLUTTER_UNITS_TO_INT (priv->coords.y1),
0);
}
/*
* 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 != CFX_ONE ||
priv->scale_y != CFX_ONE)
{
cogl_scale (priv->scale_x, priv->scale_y);
}
if (priv->rzang)
{
cogl_translate (priv->rzx, priv->rzy, 0);
cogl_rotatex (priv->rzang, 0, 0, CFX_ONE);
cogl_translate (-priv->rzx, -priv->rzy, 0);
}
if (priv->ryang)
{
cogl_translate (priv->ryx, 0, priv->z + priv->ryz);
cogl_rotatex (priv->ryang, 0, CFX_ONE, 0);
cogl_translate (-priv->ryx, 0, -(priv->z + priv->ryz));
}
if (priv->rxang)
{
cogl_translate (0, priv->rxy, priv->z + priv->rxz);
cogl_rotatex (priv->rxang, CFX_ONE, 0, 0);
cogl_translate (0, -priv->rxy, -(priv->z - priv->rxz));
}
if (priv->z)
cogl_translate (0, 0, priv->z);
if (priv->has_clip)
cogl_clip_set (&(priv->clip));
}
/* Recursively applies the transforms associated with this actor and
* its ancestors to the OpenGL modelview matrix.
*
* 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 * parent;
_clutter_actor_apply_modelview_transform (self);
parent = clutter_actor_get_parent (self);
if (parent)
_clutter_actor_apply_modelview_transform_recursive (parent);
}
/**
* clutter_actor_paint:
* @self: A #ClutterActor
*
* Renders the actor to display.
*
* This function should not be called directly by applications instead
* #clutter_actor_queue_redraw should be used to queue paints.
**/
void
clutter_actor_paint (ClutterActor *self)
{
ClutterActorPrivate *priv;
ClutterActorClass *klass;
ClutterMainContext *context;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
if (!CLUTTER_ACTOR_IS_REALIZED (self))
{
CLUTTER_NOTE (PAINT, "Attempting realize via paint()");
clutter_actor_realize(self);
if (!CLUTTER_ACTOR_IS_REALIZED (self))
{
CLUTTER_NOTE (PAINT, "Attempt failed, aborting paint");
return;
}
}
context = clutter_context_get_default ();
klass = CLUTTER_ACTOR_GET_CLASS (self);
cogl_push_matrix();
_clutter_actor_apply_modelview_transform (self);
if (G_UNLIKELY(context->pick_mode == TRUE))
{
gint r, g, b;
ClutterColor col;
guint32 id;
id = clutter_actor_get_id (self);
cogl_get_bitmasks (&r, &g, &b, NULL);
/* Encode the actor id into a color, taking into account bpp */
col.red = ((id >> (g+b)) & (0xff>>(8-r)))<<(8-r);
col.green = ((id >> b) & (0xff>>(8-g))) << (8-g);
col.blue = (id & (0xff>>(8-b)))<<(8-b);
col.alpha = 0xff;
/* Actor will then paint silhouette of itself in supplied color.
* See clutter_stage_get_actor_at_pos() for where picking is enabled.
*/
clutter_actor_pick (self, &col);
}
else
{
if (G_LIKELY(klass->paint))
(klass->paint) (self);
}
if (priv->has_clip)
cogl_clip_unset();
cogl_pop_matrix();
}
#undef M
/**
* clutter_actor_request_coords:
* @self: A #ClutterActor
* @box: A #ClutterActorBox with requested new co-ordinates in ClutterUnits
*
* Requests new untransformed co-ordinates for the #ClutterActor
* ralative to any parent.
*
* This function should not be called directly by applications instead
* the various position/geometry methods should be used.
**/
void
clutter_actor_request_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterActorClass *klass;
gboolean x_change, y_change, width_change, height_change;
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->request_coords)
klass->request_coords (self, box);
x_change = (self->priv->coords.x1 != box->x1);
y_change = (self->priv->coords.y1 != box->y1);
width_change = ((self->priv->coords.x2 - self->priv->coords.x1) !=
(box->x2 - box->x1));
height_change = ((self->priv->coords.y2 - self->priv->coords.y1) !=
(box->y2 - box->y1));
if (x_change || y_change || width_change || height_change)
{
self->priv->coords.x1 = box->x1;
self->priv->coords.y1 = box->y1;
self->priv->coords.x2 = box->x2;
self->priv->coords.y2 = box->y2;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
g_object_ref (self);
g_object_freeze_notify (G_OBJECT (self));
if (x_change)
g_object_notify (G_OBJECT (self), "x");
if (y_change)
g_object_notify (G_OBJECT (self), "y");
if (width_change)
g_object_notify (G_OBJECT (self), "width");
if (height_change)
g_object_notify (G_OBJECT (self), "height");
g_object_thaw_notify (G_OBJECT (self));
g_object_unref (self);
}
}
/**
* clutter_actor_query_coords:
* @self: A #ClutterActor
* @box: A location to store the actors #ClutterActorBox co-ordinates
*
* Requests the untransformed co-ordinates (in ClutterUnits) for the
* #ClutterActor relative to any parent.
*
* This function should not be called directly by applications instead
* the various position/geometry methods should be used.
**/
void
clutter_actor_query_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterActorClass *klass;
klass = CLUTTER_ACTOR_GET_CLASS (self);
box->x1 = self->priv->coords.x1;
box->y1 = self->priv->coords.y1;
box->x2 = self->priv->coords.x2;
box->y2 = self->priv->coords.y2;
if (klass->query_coords)
{
/* FIXME: This is kind of a cludge - we pass out *private*
* co-ords down to any subclasses so they can modify
* we then resync any changes. Needed for group class.
* Need to figure out nicer way.
*/
klass->query_coords(self, box);
self->priv->coords.x1 = box->x1;
self->priv->coords.y1 = box->y1;
self->priv->coords.x2 = box->x2;
self->priv->coords.y2 = box->y2;
}
}
static void
clutter_actor_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterActor *actor;
ClutterActorPrivate *priv;
actor = CLUTTER_ACTOR(object);
priv = actor->priv;
switch (prop_id)
{
case PROP_X:
clutter_actor_set_position (actor,
g_value_get_int (value),
clutter_actor_get_y (actor));
break;
case PROP_Y:
clutter_actor_set_position (actor,
clutter_actor_get_x (actor),
g_value_get_int (value));
break;
case PROP_WIDTH:
clutter_actor_set_size (actor,
g_value_get_int (value),
clutter_actor_get_height (actor));
break;
case PROP_HEIGHT:
clutter_actor_set_size (actor,
clutter_actor_get_width (actor),
g_value_get_int (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_CLIP:
{
ClutterGeometry *geom = g_value_get_boxed (value);
clutter_actor_set_clip (actor,
geom->x, geom->y,
geom->width, geom->height);
}
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;
ClutterActorPrivate *priv;
actor = CLUTTER_ACTOR(object);
priv = actor->priv;
switch (prop_id)
{
case PROP_X:
g_value_set_int (value, clutter_actor_get_x (actor));
break;
case PROP_Y:
g_value_set_int (value, clutter_actor_get_y (actor));
break;
case PROP_WIDTH:
g_value_set_int (value, clutter_actor_get_width (actor));
break;
case PROP_HEIGHT:
g_value_set_int (value, clutter_actor_get_height (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) != FALSE));
break;
case PROP_HAS_CLIP:
g_value_set_boolean (value, priv->has_clip);
break;
case PROP_CLIP:
g_value_set_boxed (value, &(priv->clip));
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);
CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type `%s'",
self->priv->id,
g_type_name (G_OBJECT_TYPE (self)));
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
{
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
g_signal_emit (self, actor_signals[DESTROY], 0);
CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
}
G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
}
static void
clutter_actor_finalize (GObject *object)
{
ClutterActor *actor = CLUTTER_ACTOR (object);
g_free (actor->priv->name);
G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
}
static void
clutter_actor_class_init (ClutterActorClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
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.
*/
g_object_class_install_property (object_class,
PROP_X,
g_param_spec_int ("x",
"X co-ord",
"X co-ord of actor",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:y:
*
* Y coordinate of the actor.
*/
g_object_class_install_property (object_class,
PROP_Y,
g_param_spec_int ("y",
"Y co-ord",
"Y co-ord of actor",
-G_MAXINT, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:width:
*
* Width of the actor (in pixels).
*/
g_object_class_install_property (object_class,
PROP_WIDTH,
g_param_spec_int ("width",
"Width",
"Width of actor in pixels",
0, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:height:
*
* Height of the actor (in pixels).
*/
g_object_class_install_property (object_class,
PROP_HEIGHT,
g_param_spec_int ("height",
"Height",
"Height of actor in pixels",
0, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:opacity:
*
* Opacity of the actor.
*/
g_object_class_install_property (object_class,
PROP_OPACITY,
g_param_spec_uchar ("opacity",
"Opacity",
"Opacity of actor",
0, 0xff,
0xff,
G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:visible:
*
* Whether the actor is visible or not.
*/
g_object_class_install_property (object_class,
PROP_VISIBLE,
g_param_spec_boolean ("visible",
"Visible",
"Whether the actor is visible or not",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:has-clip:
*
* Whether the actor has the clip property set or not.
*/
g_object_class_install_property (object_class,
PROP_HAS_CLIP,
g_param_spec_boolean ("has-clip",
"Has Clip",
"Whether the actor has a clip set or not",
FALSE,
CLUTTER_PARAM_READABLE));
/**
* ClutterActor:clip:
*
* The clip region for the actor.
*/
g_object_class_install_property (object_class,
PROP_CLIP,
g_param_spec_boxed ("clip",
"Clip",
"The clip region for the actor",
CLUTTER_TYPE_GEOMETRY,
CLUTTER_PARAM_READWRITE));
/**
* ClutterActor:name:
*
* The name of the actor.
*
* Since: 0.2
*/
g_object_class_install_property (object_class,
PROP_NAME,
g_param_spec_string ("name",
"Name",
"Name of the actor",
NULL,
CLUTTER_PARAM_READWRITE));
/**
* 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 ("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 becomes visible.
*
* Since: 0.2
*/
actor_signals[SHOW] =
g_signal_new ("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 visible.
*
* Since: 0.2
*/
actor_signals[HIDE] =
g_signal_new ("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 ("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);
klass->show = clutter_actor_real_show;
klass->show_all = clutter_actor_show;
klass->hide = clutter_actor_real_hide;
klass->hide_all = clutter_actor_hide;
}
static void
clutter_actor_init (ClutterActor *self)
{
self->priv = CLUTTER_ACTOR_GET_PRIVATE (self);
self->priv->parent_actor = NULL;
self->priv->has_clip = FALSE;
self->priv->opacity = 0xff;
self->priv->id = __id++;
self->priv->scale_x = CFX_ONE;
self->priv->scale_y = CFX_ONE;
clutter_actor_set_position (self, 0, 0);
clutter_actor_set_size (self, 0, 0);
}
/**
* 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
* group, the actor will be removed from the group.
*
* When you destroy a group its children will be destroyed as well.
*/
void
clutter_actor_destroy (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
g_object_run_dispose (G_OBJECT (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.
*/
void
clutter_actor_queue_redraw (ClutterActor *self)
{
ClutterMainContext *ctx = CLUTTER_CONTEXT();
if (!ctx->update_idle)
{
CLUTTER_TIMESTAMP (SCHEDULER,
"Adding ideler for actor: %p", self);
ctx->update_idle = g_idle_add_full (G_PRIORITY_DEFAULT + 10,
redraw_update_idle,
NULL, NULL);
}
}
/**
* clutter_actor_set_geometry:
* @self: A #ClutterActor
* @geometry: A #ClutterGeometry
*
* Sets the actors untransformed geometry in pixels relative to any
* parent actor.
*/
void
clutter_actor_set_geometry (ClutterActor *self,
const ClutterGeometry *geometry)
{
ClutterActorBox box;
box.x1 = CLUTTER_UNITS_FROM_INT (geometry->x);
box.y1 = CLUTTER_UNITS_FROM_INT (geometry->y);
box.x2 = CLUTTER_UNITS_FROM_INT (geometry->x + geometry->width);
box.y2 = CLUTTER_UNITS_FROM_INT (geometry->y + geometry->height);
clutter_actor_request_coords (self, &box);
}
/**
* clutter_actor_get_geometry:
* @self: A #ClutterActor
* @geometry: A location to store actors #ClutterGeometry
*
* Gets the actors untransformed geometry in pixels relative to any
* parent actor.
*/
void
clutter_actor_get_geometry (ClutterActor *self,
ClutterGeometry *geometry)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_query_coords (self, &box);
geometry->x = CLUTTER_UNITS_TO_INT (box.x1);
geometry->y = CLUTTER_UNITS_TO_INT (box.y1);
geometry->width = CLUTTER_UNITS_TO_INT (box.x2 - box.x1);
geometry->height = CLUTTER_UNITS_TO_INT (box.y2 - box.y1);
}
/**
* clutter_actor_get_coords:
* @self: A #ClutterActor
* @x_1: A location to store actors left position, or %NULL.
* @y_1: A location to store actors top position, or %NULL.
* @x_2: A location to store actors right position, or %NULL.
* @y_2: A location to store actors bottom position, or %NULL.
*
* Gets the actors untransformed bounding rectangle co-ordinates in pixels
* relative to any parent actor.
*/
void
clutter_actor_get_coords (ClutterActor *self,
gint *x_1,
gint *y_1,
gint *x_2,
gint *y_2)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_query_coords (self, &box);
if (x_1)
*x_1 = CLUTTER_UNITS_TO_INT (box.x1);
if (y_1)
*y_1 = CLUTTER_UNITS_TO_INT (box.y1);
if (x_2)
*x_2 = CLUTTER_UNITS_TO_INT (box.x2);
if (y_2)
*y_2 = CLUTTER_UNITS_TO_INT (box.y2);
}
/**
* 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 actors position in pixels relative to any
* parent actor.
*/
void
clutter_actor_set_position (ClutterActor *self,
gint x,
gint y)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_query_coords (self, &box);
box.x2 += (CLUTTER_UNITS_FROM_INT (x) - box.x1);
box.y2 += (CLUTTER_UNITS_FROM_INT (y) - box.y1);
box.x1 = CLUTTER_UNITS_FROM_INT (x);
box.y1 = CLUTTER_UNITS_FROM_INT (y);
clutter_actor_request_coords (self, &box);
}
/**
* 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 specified distance relative to
* current position in pixels.
*
* Since: 0.2
*/
void
clutter_actor_move_by (ClutterActor *self,
gint dx,
gint dy)
{
ClutterActorBox box;
gint32 dxu = CLUTTER_UNITS_FROM_INT (dx);
gint32 dyu = CLUTTER_UNITS_FROM_INT (dy);
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_query_coords (self, &box);
box.x2 += dxu;
box.y2 += dyu;
box.x1 += dxu;
box.y1 += dyu;
clutter_actor_request_coords (self, &box);
}
/**
* clutter_actor_set_size
* @self: A #ClutterActor
* @width: New width of actor in pixels
* @height: New height of actor in pixels
*
* Sets the actors size in pixels.
*/
void
clutter_actor_set_size (ClutterActor *self,
gint width,
gint height)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_query_coords (self, &box);
box.x2 = box.x1 + CLUTTER_UNITS_FROM_INT (width);
box.y2 = box.y1 + CLUTTER_UNITS_FROM_INT (height);
clutter_actor_request_coords (self, &box);
}
/**
* clutter_actor_get_size:
* @self: A #ClutterActor
* @width: Location to store width if non NULL.
* @height: Location to store height if non NULL.
*
* Gets the size of an actor in pixels ignoring any scaling factors.
*
* Since: 0.2
*/
void
clutter_actor_get_size (ClutterActor *self,
guint *width,
guint *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_abs_position_units
* @self: A #ClutterActor
* @x: Location to store x position if non NULL.
* @y: Location to store y position if non NULL.
*
* Gets the absolute position of an actor in clutter units relative
* to the stage.
*
* Since: 0.4
*/
static void
clutter_actor_get_abs_position_units (ClutterActor *self,
gint32 *x,
gint32 *y)
{
ClutterVertex v1;
ClutterVertex v2;
v1.x = v1.y = v1.z = 0;
clutter_actor_apply_transform_to_point (self, &v1, &v2);
*x = v2.x;
*y = v2.y;
}
/**
* clutter_actor_get_abs_position
* @self: A #ClutterActor
* @x: Location to store x position if non NULL.
* @y: Location to store y position if non NULL.
*
* Gets the absolute position of an actor in pixels relative
* to the stage.
*/
void
clutter_actor_get_abs_position (ClutterActor *self,
gint *x,
gint *y)
{
gint32 xu, yu;
clutter_actor_get_abs_position_units (self, &xu, &yu);
*x = CLUTTER_UNITS_TO_INT (xu);
*y = CLUTTER_UNITS_TO_INT (yu);
}
/*
* clutter_actor_get_abs_size_units:
* @self: A #ClutterActor
* @width: Location to store width if non NULL.
* @height: Location to store height if non NULL.
*
* Gets the absolute size of an actor in clutter units taking into account
* an scaling factors.
*
* 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_abs_position() - if you need this information, you need
* to use clutter_actor_get_vertices() to get the coords of the actual
* quadrangle.
*
* Since: 0.4
*/
static void
clutter_actor_get_abs_size_units (ClutterActor *self,
gint32 *width,
gint32 *height)
{
ClutterVertex v[4];
ClutterFixed x_min, x_max, y_min, y_max;
gint i;
clutter_actor_get_vertices (self, v);
x_min = x_max = v[0].x;
y_min = y_max = v[0].y;
for (i = 1; i < sizeof(v)/sizeof(v[0]); ++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;
}
*width = x_max - x_min;
*height = y_max - y_min;
}
/**
* clutter_actor_get_abs_size:
* @self: A #ClutterActor
* @width: Location to store width if non NULL.
* @height: Location to store height if non NULL.
*
* Gets the absolute size of an actor taking into account
* an scaling factors
*/
void
clutter_actor_get_abs_size (ClutterActor *self,
guint *width,
guint *height)
{
gint32 wu, hu;
clutter_actor_get_abs_size_units (self, &wu, &hu);
*width = CLUTTER_UNITS_TO_INT (wu);
*height = CLUTTER_UNITS_TO_INT (hu);
}
/**
* clutter_actor_get_width
* @self: A #ClutterActor
*
* Retrieves the actors width ignoring any scaling factors.
*
* Return value: The actor width in pixels
**/
guint
clutter_actor_get_width (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_query_coords (self, &box);
return CLUTTER_UNITS_TO_INT (box.x2 - box.x1);
}
/**
* clutter_actor_get_height
* @self: A #ClutterActor
*
* Retrieves the actors height ignoring any scaling factors.
*
* Return value: The actor height in pixels
**/
guint
clutter_actor_get_height (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_query_coords (self, &box);
return CLUTTER_UNITS_TO_INT (box.y2 - box.y1);
}
/**
* clutter_actor_set_width
* @self: A #ClutterActor
* @width: Requested new width for actor
*
* Requests a new width for actor
*
* since: 2.0
**/
void
clutter_actor_set_width (ClutterActor *self, guint width)
{
clutter_actor_set_size (self,
width,
clutter_actor_get_height (self));
}
/**
* clutter_actor_set_height
* @self: A #ClutterActor
* @height: Requested new height for actor
*
* Requests a new height for actor
*
* since: 2.0
**/
void
clutter_actor_set_height (ClutterActor *self, guint height)
{
clutter_actor_set_size (self,
clutter_actor_get_width (self),
height);
}
/**
* clutter_actor_get_x
* @self: A #ClutterActor
*
* Retrieves the actors x position relative to any parent.
*
* Return value: The actor x position in pixels ignoring any tranforms
* (i.e scaling, rotation).
**/
gint
clutter_actor_get_x (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_query_coords (self, &box);
return CLUTTER_UNITS_TO_INT (box.x1);
}
/**
* clutter_actor_get_y:
* @self: A #ClutterActor
*
* Retrieves the actors y position relative to any parent.
*
* Return value: The actor y position in pixels ignoring any tranforms
* (i.e scaling, rotation).
**/
gint
clutter_actor_get_y (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_query_coords (self, &box);
return CLUTTER_UNITS_TO_INT (box.y1);
}
/**
* clutter_actor_set_scalex:
* @self: A #ClutterActor
* @scale_x: #ClutterFixed factor to scale actor by horizontally.
* @scale_y: #ClutterFixed factor to scale actor by vertically.
*
* Scales an actor with fixed point parameters.
*/
void
clutter_actor_set_scalex (ClutterActor *self,
ClutterFixed scale_x,
ClutterFixed scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->scale_x = scale_x;
self->priv->scale_y = scale_y;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* 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 floating point parameters.
*
* Since: 0.2
*/
void
clutter_actor_set_scale (ClutterActor *self,
double scale_x,
double scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_set_scalex (self,
CLUTTER_FLOAT_TO_FIXED (scale_x),
CLUTTER_FLOAT_TO_FIXED (scale_y));
}
/**
* clutter_actor_get_scalex:
* @self: A #ClutterActor
* @scale_x: Location to store horizonal fixed scale factor if non NULL.
* @scale_y: Location to store vertical fixed scale factor if non NULL.
*
* Retrieves an actors scale in fixed point.
*
* Since: 0.2
*/
void
clutter_actor_get_scalex (ClutterActor *self,
ClutterFixed *scale_x,
ClutterFixed *scale_y)
{
if (scale_x)
*scale_x = self->priv->scale_x;
if (scale_y)
*scale_y = self->priv->scale_y;
}
/**
* clutter_actor_get_scale:
* @self: A #ClutterActor
* @scale_x: Location to store horizonal float scale factor if non NULL.
* @scale_y: Location to store vertical float scale factor if non NULL.
*
* Retrieves an actors scale in floating point.
*
* Since: 0.2
*/
void
clutter_actor_get_scale (ClutterActor *self,
gdouble *scale_x,
gdouble *scale_y)
{
if (scale_x)
*scale_x = CLUTTER_FIXED_TO_FLOAT (self->priv->scale_x);
if (scale_y)
*scale_y = CLUTTER_FIXED_TO_FLOAT (self->priv->scale_y);
}
/**
* clutter_actor_set_scale_with_gravity:
* @self: A #ClutterActor
* @scale_x: scaling factor for x axis
* @scale_y: scaling factor for y axis
* @gravity: #ClutterGravity to apply to scaling.
*
* Scales the actor by scale_x, scale_y taking into consideration the
* required gravity.
*
* Since: 0.4
*/
void
clutter_actor_set_scale_with_gravity (ClutterActor *self,
gfloat scale_x,
gfloat scale_y,
ClutterGravity gravity)
{
clutter_actor_set_scale_with_gravityx (self,
CLUTTER_FLOAT_TO_FIXED (scale_x),
CLUTTER_FLOAT_TO_FIXED (scale_y),
gravity);
}
/**
* clutter_actor_set_scale_with_gravityx:
* @self: A #ClutterActor
* @scale_x: #ClutterFixed scaling factor for x axis
* @scale_y: #ClutterFixed scaling factor for y axis
* @gravity: #ClutterGravity to apply to scaling.
*
* Scales the actor by scale_x, scale_y taking into consideration the
* required gravity.
*
* Since: 0.4
*/
void
clutter_actor_set_scale_with_gravityx (ClutterActor *self,
ClutterFixed scale_x,
ClutterFixed scale_y,
ClutterGravity gravity)
{
ClutterActorBox box;
ClutterFixed sw, sh, w, h, x, y;
ClutterFixed old_scale_x, old_scale_y;
clutter_actor_get_scalex (self, &old_scale_x, &old_scale_y);
clutter_actor_set_scalex (self, scale_x, scale_y);
if (gravity == CLUTTER_GRAVITY_NONE ||
gravity == CLUTTER_GRAVITY_NORTH_WEST)
return;
clutter_actor_query_coords (self, &box);
w = CFX_MUL (box.x2 - box.x1, old_scale_x);
h = CFX_MUL (box.y2 - box.y1, old_scale_y);
sw = CFX_MUL (box.x2 - box.x1, scale_x);
sh = CFX_MUL (box.y2 - box.y1, scale_y);
x = box.x1;
y = box.y1;
switch (gravity)
{
case CLUTTER_GRAVITY_NORTH:
x = x - ((sw - w) / 2);
break;
case CLUTTER_GRAVITY_NORTH_EAST:
x = x + w - sw;
break;
case CLUTTER_GRAVITY_EAST:
x = x + w - sw;
y = y - ((sh - h) / 2);
break;
case CLUTTER_GRAVITY_SOUTH_EAST:
x = x + w - sw;
y = y + h - sh;
break;
case CLUTTER_GRAVITY_SOUTH:
x = x - ((sw - w) / 2);
y = y + h - sh;
break;
case CLUTTER_GRAVITY_SOUTH_WEST:
y = y + h - sh;
break;
case CLUTTER_GRAVITY_WEST:
y = y - ((sh - h) / 2);
break;
case CLUTTER_GRAVITY_CENTER:
x = x - ((sw - w) / 2);
y = y - ((sh - h) / 2);
default:
break;
}
box.x2 += (x - box.x1);
box.y2 += (y - box.y1);
box.x1 = x;
box.y1 = y;
clutter_actor_request_coords (self, &box);
}
/**
* clutter_actor_set_opacity:
* @self: A #ClutterActor
* @opacity: New opacity value for actor.
*
* Sets the actors opacity, with zero being completely transparent.
*/
void
clutter_actor_set_opacity (ClutterActor *self,
guint8 opacity)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->opacity = opacity;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_get_opacity:
* @self: A #ClutterActor
*
* Retrieves the actors opacity.
*
* Return value: The actor opacity value.
*/
guint8
clutter_actor_get_opacity (ClutterActor *self)
{
ClutterActor *parent;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
parent = self->priv->parent_actor;
/* Factor in the actual actors opacity with parents */
if (parent && clutter_actor_get_opacity (parent) != 0xff)
return (clutter_actor_get_opacity(parent) * self->priv->opacity) / 0xff;
return self->priv->opacity;
}
/**
* clutter_actor_set_name:
* @self: A #ClutterActor
* @name: Textual tag to apply to actor
*
* Sets a textual tag to the actor.
*/
void
clutter_actor_set_name (ClutterActor *self,
const gchar *name)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_object_ref (self);
g_free (self->priv->name);
if (name && name[0] != '\0')
self->priv->name = g_strdup(name);
g_object_notify (G_OBJECT (self), "name");
g_object_unref (self);
}
/**
* clutter_actor_get_name:
* @self: A #ClutterActor
*
* Retrieves the name of @self.
*
* Return value: pointer to textual tag for the actor. 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_id:
* @self: A #ClutterActor
*
* Retrieves the unique id for @self.
*
* Return value: Globally unique value for object instance.
*/
guint32
clutter_actor_get_id (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 co-ordinate of @self to @depth. The Units of which are dependant
* on the perspective setup.
*/
void
clutter_actor_set_depth (ClutterActor *self,
gint depth)
{
ClutterActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
priv = self->priv;
/* Sets Z value. - FIXME: should invert ?*/
priv->z = depth;
if (priv->parent_actor && CLUTTER_IS_GROUP (priv->parent_actor))
{
/* We need to resort the group stacking order as to
* correctly render alpha values.
*
* FIXME: This is sub optimal. maybe queue the the sort
* before stacking
*/
clutter_group_sort_depth_order (CLUTTER_GROUP (priv->parent_actor));
}
}
/**
* clutter_actor_get_depth:
* @self: a #ClutterActor
*
* Retrieves the depth of @self.
*
* Return value: the depth of a #ClutterActor
*/
gint
clutter_actor_get_depth (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
return self->priv->z;
}
/**
* clutter_actor_rotate_z:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @x: X co-ord to rotate actor around ( relative to actor position )
* @y: Y co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the Z axis.
*/
void
clutter_actor_rotate_z (ClutterActor *self,
gfloat angle,
gint x,
gint y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->rzang = CLUTTER_FLOAT_TO_FIXED (angle);
self->priv->rzx = x;
self->priv->rzy = y;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_rotate_x:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @y: Y co-ord to rotate actor around ( relative to actor position )
* @z: Z co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the X axis.
*/
void
clutter_actor_rotate_x (ClutterActor *self,
gfloat angle,
gint y,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->rxang = CLUTTER_FLOAT_TO_FIXED(angle);
self->priv->rxy = y;
self->priv->rxz = z;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_rotate_y:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @x: X co-ord to rotate actor around ( relative to actor position )
* @z: Z co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the X axis.
*/
void
clutter_actor_rotate_y (ClutterActor *self,
gfloat angle,
gint x,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->ryang = CLUTTER_FLOAT_TO_FIXED(angle);
self->priv->ryx = x;
self->priv->ryz = z;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_rotate_zx:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @x: X co-ord to rotate actor around ( relative to actor position )
* @y: Y co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the Z axis.
*/
void
clutter_actor_rotate_zx (ClutterActor *self,
ClutterFixed angle,
gint x,
gint y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->rzang = angle;
self->priv->rzx = x;
self->priv->rzy = y;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_rotate_xx:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @y: Y co-ord to rotate actor around ( relative to actor position )
* @z: Z co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the X axis.
*/
void
clutter_actor_rotate_xx (ClutterActor *self,
ClutterFixed angle,
gint y,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->rxang = angle;
self->priv->rxy = y;
self->priv->rxz = z;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_rotate_yx:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @x: X co-ord to rotate actor around ( relative to actor position )
* @z: Z co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the X axis.
*/
void
clutter_actor_rotate_yx (ClutterActor *self,
ClutterFixed angle,
gint x,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->ryang = angle;
self->priv->ryx = x;
self->priv->ryz = z;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_get_rxangx:
* @self: A #ClutterActor
*
* Gets the angle of rotation around x axis in degrees.
*
* Returns: the angle or rotation, as a fixed point value
*
* Since: 0.4
*/
ClutterFixed
clutter_actor_get_rxangx (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return self->priv->rxang;
}
/**
* clutter_actor_get_ryangx:
* @self: A #ClutterActor
*
* Gets the angle of rotation around y axis in degrees.
*
* Return value: the angle of rotation, as a fixed point value
*
* Since: 0.4
*/
ClutterFixed
clutter_actor_get_ryangx (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return self->priv->ryang;
}
/**
* clutter_actor_get_rzangx:
* @self: A #ClutterActor
*
* Gets the angle of rotation around x axis in degrees.
*
* Return value: the angle of rotation, as a fixed point value
*
* Since: 0.4
*/
ClutterFixed
clutter_actor_get_rzangx (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return self->priv->rzang;
}
/**
* 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 in pixels for @self.
*/
void
clutter_actor_set_clip (ClutterActor *self,
gint xoff,
gint yoff,
gint width,
gint height)
{
ClutterGeometry *clip;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clip = &(self->priv->clip);
clip->x = xoff;
clip->y = yoff;
clip->width = width;
clip->height = height;
self->priv->has_clip = TRUE;
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 in pixels from @self.
*/
void
clutter_actor_remove_clip (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->has_clip = FALSE;
g_object_notify (G_OBJECT (self), "has-clip");
}
/**
* clutter_actor_has_clip:
* @self: a #ClutterActor
*
* Gets whether the actor has a clip set or not.
*
* Return value: %TRUE if the actor has a clip 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_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
* 'composite' actor sub classes.
*/
void
clutter_actor_set_parent (ClutterActor *self,
ClutterActor *parent)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (CLUTTER_IS_ACTOR (parent));
g_return_if_fail (self != parent);
if (self->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);
self->priv->parent_actor = parent;
g_signal_emit (self, actor_signals[PARENT_SET], 0, NULL);
if (CLUTTER_ACTOR_IS_REALIZED (self->priv->parent_actor))
clutter_actor_realize (self);
if (CLUTTER_ACTOR_IS_VISIBLE (self->priv->parent_actor) &&
CLUTTER_ACTOR_IS_VISIBLE (self))
{
clutter_actor_queue_redraw (self);
}
}
/**
* clutter_actor_get_parent:
* @self: A #ClutterActor
*
* Retrieves the parent of @self.
*
* Return Value: The #ClutterActor parent or NULL
*/
ClutterActor *
clutter_actor_get_parent (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
return self->priv->parent_actor;
}
/**
* clutter_actor_unparent:
* @self: a #ClutterActor
*
* This function should not be used in applications. It should be called by
* implementations of group actors, to dissociate a child from the container.
*
* Since: 0.1.1
*/
void
clutter_actor_unparent (ClutterActor *self)
{
ClutterActor *old_parent;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (self->priv->parent_actor == NULL)
return;
/* just hide the actor if we are reparenting it */
if (CLUTTER_ACTOR_IS_REALIZED (self))
{
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT)
clutter_actor_hide (self);
else
clutter_actor_unrealize (self);
}
old_parent = self->priv->parent_actor;
self->priv->parent_actor = NULL;
g_signal_emit (self, actor_signals[PARENT_SET], 0, old_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_actory_unparent()
* and clutter_actor_set_parent().
*
* 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;
/* if the actor and the parent have already been realized,
* mark the actor as reparenting, so that clutter_actor_unparent()
* just hides the actor instead of unrealize it.
*/
if (CLUTTER_ACTOR_IS_REALIZED (self) &&
CLUTTER_ACTOR_IS_REALIZED (new_parent))
{
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
}
old_parent = priv->parent_actor;
g_object_ref (self);
/* FIXME: below assumes only containers can reparent */
clutter_container_remove_actor (CLUTTER_CONTAINER (priv->parent_actor),
self);
clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
g_object_unref (self);
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT)
{
CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
clutter_actor_queue_redraw (self);
}
}
}
/**
* clutter_actor_raise:
* @self: A #ClutterActor
* @below: A #ClutterActor to raise above.
*
* Puts @self above @below.
* Both actors must have the same parent.
*/
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 group",
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 "
"group of actor of type %s",
g_type_name (G_OBJECT_TYPE (self)),
g_type_name (G_OBJECT_TYPE (below)));
return;
}
}
clutter_group_raise (CLUTTER_GROUP (parent), self, below);
}
/**
* clutter_actor_lower:
* @self: A #ClutterActor
* @above: A #ClutterActor to lower below
*
* Puts @self below @above.
* Both actors must have the same parent.
*/
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 group",
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 "
"group of actor of type %s",
g_type_name (G_OBJECT_TYPE (self)),
g_type_name (G_OBJECT_TYPE (above)));
return;
}
}
/* FIXME: group_lower should be an overidable method ? */
clutter_group_lower (CLUTTER_GROUP (parent), self, above);
}
/**
* clutter_actor_raise_top:
* @self: A #ClutterActor
*
* Raises @self to the top.
*/
void
clutter_actor_raise_top (ClutterActor *self)
{
clutter_actor_raise (self, NULL);
}
/**
* clutter_actor_lower_bottom:
* @self: A #ClutterActor
*
* Lowers @self to the bottom.
*/
void
clutter_actor_lower_bottom (ClutterActor *self)
{
clutter_actor_lower (self, NULL);
}
/*
* ClutterGemoetry
*/
static ClutterGeometry*
clutter_geometry_copy (const ClutterGeometry *geometry)
{
ClutterGeometry *result = g_new (ClutterGeometry, 1);
*result = *geometry;
return result;
}
GType
clutter_geometry_get_type (void)
{
static GType our_type = 0;
if (our_type == 0)
our_type = g_boxed_type_register_static (g_intern_static_string ("ClutterGeometry"),
(GBoxedCopyFunc) clutter_geometry_copy,
(GBoxedFreeFunc) g_free);
return our_type;
}
/*
* ClutterVertices
*/
static ClutterVertex *
clutter_vertex_copy (const ClutterVertex *vertex)
{
ClutterVertex *result = g_new (ClutterVertex, 1);
*result = *vertex;
return result;
}
GType
clutter_vertex_get_type (void)
{
static GType our_type = 0;
if (our_type == 0)
our_type = g_boxed_type_register_static (g_intern_static_string ("ClutterVertex"),
(GBoxedCopyFunc) clutter_vertex_copy,
(GBoxedFreeFunc) g_free);
return our_type;
}
/*
* ClutterActorBox
*/
static ClutterActorBox *
clutter_actor_box_copy (const ClutterActorBox *box)
{
ClutterActorBox *result = g_new (ClutterActorBox, 1);
*result = *box;
return result;
}
GType
clutter_actor_box_get_type (void)
{
static GType our_type = 0;
if (our_type == 0)
our_type = g_boxed_type_register_static (g_intern_static_string ("ClutterActorBox"),
(GBoxedCopyFunc) clutter_actor_box_copy,
(GBoxedFreeFunc) g_free);
return our_type;
}