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mutter-performance-source/clutter/clutter-group.c
Neil Roberts 40222e891b [ClutterGroup] Don't take into account the left edges when calculating the size
ClutterGroup previously calculated the size as the distance from the
left edge of the leftmost child to the right edge of the rightmost
child except if there were any chidren left of the origin then the
left edge would be zero.

However the group is always allocated its size relative to its
origin so if all of the children are to the right of the origin then
the preferred size would not be large enough to reach the rightmost
child.

    origin
    ┼──────────┐
    │Group     │
    │ ┌────────┼─┐
    │ │Child   │ │
    │ │        │ │
    └─┼────────┘ │
      │          │
      └──────────┘
       group size
      ╟──────────╢

This patch makes it so the size is always just the rightmost edge.

    origin
    ┼────────────┐
    │Group       │
    │ ┌──────────┤
    │ │Child     │
    │ │          │
    │ │          │
    │ │          │
    └─┴──────────┘
      group size
    ╟────────────╢

Fixes bug:

  http://bugzilla.openedhand.com/show_bug.cgi?id=1825
2009-10-05 15:34:00 +01:00

599 lines
16 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-group
* @short_description: Actor class containing multiple children.
* actors.
*
* A #ClutterGroup is an Actor which contains multiple child actors positioned
* relative to the #ClutterGroup position. Other operations such as scaling,
* rotating and clipping of the group will apply to the child actors.
*
* A #ClutterGroup's size is defined by the size and position of its children.
* Resize requests via the #ClutterActor API will be ignored.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <stdarg.h>
#include "clutter-group.h"
#include "clutter-container.h"
#include "clutter-main.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-marshal.h"
#include "clutter-enum-types.h"
#include "cogl/cogl.h"
enum
{
ADD,
REMOVE,
LAST_SIGNAL
};
static void clutter_container_iface_init (ClutterContainerIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterGroup,
clutter_group,
CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
clutter_container_iface_init));
#define CLUTTER_GROUP_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_GROUP, ClutterGroupPrivate))
struct _ClutterGroupPrivate
{
GList *children;
};
static void
clutter_group_paint (ClutterActor *actor)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
GList *child_item;
CLUTTER_NOTE (PAINT, "ClutterGroup paint enter '%s'",
clutter_actor_get_name (actor) ? clutter_actor_get_name (actor)
: "unknown");
for (child_item = priv->children;
child_item != NULL;
child_item = child_item->next)
{
ClutterActor *child = child_item->data;
g_assert (child != NULL);
clutter_actor_paint (child);
}
CLUTTER_NOTE (PAINT, "ClutterGroup paint leave '%s'",
clutter_actor_get_name (actor) ? clutter_actor_get_name (actor)
: "unknown");
}
static void
clutter_group_pick (ClutterActor *actor,
const ClutterColor *color)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
GList *child_item;
/* Chain up so we get a bounding box pained (if we are reactive) */
CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->pick (actor, color);
for (child_item = priv->children;
child_item != NULL;
child_item = child_item->next)
{
ClutterActor *child = child_item->data;
g_assert (child != NULL);
clutter_actor_paint (child);
}
}
static void
clutter_fixed_layout_get_preferred_width (GList *children,
gfloat *min_width_p,
gfloat *natural_width_p)
{
GList *l;
gdouble min_right, natural_right;
/* We will always be at least 0 sized (ie, if all of the actors are
to the left of the origin we won't return a negative size) */
min_right = 0;
natural_right = 0;
for (l = children; l != NULL; l = l->next)
{
ClutterActor *child = l->data;
gfloat child_x, child_min, child_natural;
child_x = clutter_actor_get_x (child);
clutter_actor_get_preferred_size (child,
&child_min, NULL,
&child_natural, NULL);
/* Track the rightmost edge */
if (child_x + child_min > min_right)
min_right = child_x + child_min;
if (child_x + child_natural > natural_right)
natural_right = child_x + child_natural;
}
/* The size is defined as the distance from the origin to the
right-hand edge of the rightmost actor */
if (min_width_p)
*min_width_p = min_right;
if (natural_width_p)
*natural_width_p = natural_right;
}
static void
clutter_fixed_layout_get_preferred_height (GList *children,
gfloat *min_height_p,
gfloat *natural_height_p)
{
GList *l;
gdouble min_bottom, natural_bottom;
/* We will always be at least 0 sized (ie, if all of the actors are
above the origin we won't return a negative size) */
min_bottom = 0;
natural_bottom = 0;
for (l = children; l != NULL; l = l->next)
{
ClutterActor *child = l->data;
gfloat child_y, child_min, child_natural;
child_y = clutter_actor_get_y (child);
clutter_actor_get_preferred_size (child,
NULL, &child_min,
NULL, &child_natural);
/* Track the bottommost edge */
if (child_y + child_min > min_bottom)
min_bottom = child_y + child_min;
if (child_y + child_natural > natural_bottom)
natural_bottom = child_y + child_natural;
}
/* The size is defined as the distance from the origin to the bottom
edge of the bottommost actor */
if (min_height_p)
*min_height_p = min_bottom;
if (natural_height_p)
*natural_height_p = natural_bottom;
}
static void
clutter_fixed_layout_allocate (GList *children,
ClutterAllocationFlags flags)
{
GList *l;
for (l = children; l != NULL; l = l->next)
{
ClutterActor *child = l->data;
clutter_actor_allocate_preferred_size (child, flags);
}
}
static void
clutter_group_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (self)->priv;
/* for_height is irrelevant to the fixed layout, so it's not used */
clutter_fixed_layout_get_preferred_width (priv->children,
min_width_p,
natural_width_p);
}
static void
clutter_group_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (self)->priv;
/* for_width is irrelevant to the fixed layout, so it's not used */
clutter_fixed_layout_get_preferred_height (priv->children,
min_height_p,
natural_height_p);
}
static void
clutter_group_allocate (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
ClutterGroupPrivate *priv = CLUTTER_GROUP (self)->priv;
/* chain up to set actor->allocation */
CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->allocate (self, box, flags);
/* Note that fixed-layout allocation of children does not care what
* allocation the container received, so "box" is not passed in
* here. We do not require that children's allocations are completely
* contained by our own.
*/
clutter_fixed_layout_allocate (priv->children, flags);
}
static void
clutter_group_dispose (GObject *object)
{
ClutterGroup *self = CLUTTER_GROUP (object);
ClutterGroupPrivate *priv = self->priv;
if (priv->children)
{
g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
g_list_free (priv->children);
priv->children = NULL;
}
G_OBJECT_CLASS (clutter_group_parent_class)->dispose (object);
}
static void
clutter_group_real_show_all (ClutterActor *actor)
{
clutter_container_foreach (CLUTTER_CONTAINER (actor),
CLUTTER_CALLBACK (clutter_actor_show),
NULL);
clutter_actor_show (actor);
}
static void
clutter_group_real_hide_all (ClutterActor *actor)
{
clutter_actor_hide (actor);
clutter_container_foreach (CLUTTER_CONTAINER (actor),
CLUTTER_CALLBACK (clutter_actor_hide),
NULL);
}
static void
clutter_group_real_add (ClutterContainer *container,
ClutterActor *actor)
{
ClutterGroup *group = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = group->priv;
g_object_ref (actor);
priv->children = g_list_append (priv->children, actor);
clutter_actor_set_parent (actor, CLUTTER_ACTOR (group));
/* queue a relayout, to get the correct positioning inside
* the ::actor-added signal handlers
*/
clutter_actor_queue_relayout (CLUTTER_ACTOR (group));
g_signal_emit_by_name (container, "actor-added", actor);
clutter_container_sort_depth_order (container);
g_object_unref (actor);
}
static void
clutter_group_real_remove (ClutterContainer *container,
ClutterActor *actor)
{
ClutterGroup *group = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = group->priv;
g_object_ref (actor);
priv->children = g_list_remove (priv->children, actor);
clutter_actor_unparent (actor);
/* queue a relayout, to get the correct positioning inside
* the ::actor-removed signal handlers
*/
clutter_actor_queue_relayout (CLUTTER_ACTOR (group));
/* at this point, the actor passed to the "actor-removed" signal
* handlers is not parented anymore to the container but since we
* are holding a reference on it, it's still valid
*/
g_signal_emit_by_name (container, "actor-removed", actor);
if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (group)))
clutter_actor_queue_redraw (CLUTTER_ACTOR (group));
g_object_unref (actor);
}
static void
clutter_group_real_foreach (ClutterContainer *container,
ClutterCallback callback,
gpointer user_data)
{
ClutterGroup *group = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = group->priv;
GList *l;
for (l = priv->children; l; l = l->next)
(* callback) (CLUTTER_ACTOR (l->data), user_data);
}
static void
clutter_group_real_raise (ClutterContainer *container,
ClutterActor *actor,
ClutterActor *sibling)
{
ClutterGroup *self = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = self->priv;
priv->children = g_list_remove (priv->children, actor);
/* Raise at the top */
if (!sibling)
{
GList *last_item;
last_item = g_list_last (priv->children);
if (last_item)
sibling = last_item->data;
priv->children = g_list_append (priv->children, actor);
}
else
{
gint pos;
pos = g_list_index (priv->children, sibling) + 1;
priv->children = g_list_insert (priv->children, actor, pos);
}
/* set Z ordering a value below, this will then call sort
* as values are equal ordering shouldn't change but Z
* values will be correct.
*
* FIXME: optimise
*/
if (sibling &&
clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
{
clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
}
if (CLUTTER_ACTOR_IS_VISIBLE (container))
clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
}
static void
clutter_group_real_lower (ClutterContainer *container,
ClutterActor *actor,
ClutterActor *sibling)
{
ClutterGroup *self = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = self->priv;
priv->children = g_list_remove (priv->children, actor);
/* Push to bottom */
if (!sibling)
{
GList *last_item;
last_item = g_list_first (priv->children);
if (last_item)
sibling = last_item->data;
priv->children = g_list_prepend (priv->children, actor);
}
else
{
gint pos;
pos = g_list_index (priv->children, sibling);
priv->children = g_list_insert (priv->children, actor, pos);
}
/* See comment in group_raise for this */
if (sibling &&
clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
{
clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
}
if (CLUTTER_ACTOR_IS_VISIBLE (container))
clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
}
static gint
sort_z_order (gconstpointer a,
gconstpointer b)
{
float depth_a, depth_b;
depth_a = clutter_actor_get_depth (CLUTTER_ACTOR(a));
depth_b = clutter_actor_get_depth (CLUTTER_ACTOR(b));
if (depth_a < depth_b)
return -1;
if (depth_a > depth_b)
return 1;
return 0;
}
static void
clutter_group_real_sort_depth_order (ClutterContainer *container)
{
ClutterGroup *self = CLUTTER_GROUP (container);
ClutterGroupPrivate *priv = self->priv;
priv->children = g_list_sort (priv->children, sort_z_order);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
}
static void
clutter_container_iface_init (ClutterContainerIface *iface)
{
iface->add = clutter_group_real_add;
iface->remove = clutter_group_real_remove;
iface->foreach = clutter_group_real_foreach;
iface->raise = clutter_group_real_raise;
iface->lower = clutter_group_real_lower;
iface->sort_depth_order = clutter_group_real_sort_depth_order;
}
static void
clutter_group_class_init (ClutterGroupClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
g_type_class_add_private (object_class, sizeof (ClutterGroupPrivate));
object_class->dispose = clutter_group_dispose;
actor_class->paint = clutter_group_paint;
actor_class->pick = clutter_group_pick;
actor_class->show_all = clutter_group_real_show_all;
actor_class->hide_all = clutter_group_real_hide_all;
actor_class->get_preferred_width = clutter_group_get_preferred_width;
actor_class->get_preferred_height = clutter_group_get_preferred_height;
actor_class->allocate = clutter_group_allocate;
}
static void
clutter_group_init (ClutterGroup *self)
{
self->priv = CLUTTER_GROUP_GET_PRIVATE (self);
}
/**
* clutter_group_new:
*
* Create a new #ClutterGroup.
*
* Return value: the newly created #ClutterGroup actor
*/
ClutterActor *
clutter_group_new (void)
{
return g_object_new (CLUTTER_TYPE_GROUP, NULL);
}
/**
* clutter_group_remove_all:
* @group: A #ClutterGroup
*
* Removes all children actors from the #ClutterGroup.
*/
void
clutter_group_remove_all (ClutterGroup *group)
{
GList *children;
g_return_if_fail (CLUTTER_IS_GROUP (group));
children = group->priv->children;
while (children)
{
ClutterActor *child = children->data;
children = children->next;
clutter_container_remove_actor (CLUTTER_CONTAINER (group), child);
}
}
/**
* clutter_group_get_n_children:
* @self: A #ClutterGroup
*
* Gets the number of actors held in the group.
*
* Return value: The number of child actors held in the group.
*
* Since: 0.2
*/
gint
clutter_group_get_n_children (ClutterGroup *self)
{
g_return_val_if_fail (CLUTTER_IS_GROUP (self), 0);
return g_list_length (self->priv->children);
}
/**
* clutter_group_get_nth_child:
* @self: A #ClutterGroup
* @index_: the position of the requested actor.
*
* Gets a groups child held at @index_ in stack.
*
* Return value: (transfer none): A Clutter actor, or %NULL if
* @index_ is invalid.
*
* Since: 0.2
*/
ClutterActor *
clutter_group_get_nth_child (ClutterGroup *self,
gint index_)
{
g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
return g_list_nth_data (self->priv->children, index_);
}