2006-06-13 09:17:45 -04:00
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/*
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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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#ifndef _HAVE_CLUTTER_ACTOR_H
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#define _HAVE_CLUTTER_ACTOR_H
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/* clutter-actor.h */
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#include <glib-object.h>
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2007-07-26 09:13:23 -04:00
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#include <clutter/clutter-color.h>
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2007-05-22 05:31:40 -04:00
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#include <clutter/clutter-fixed.h>
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#include <clutter/clutter-types.h>
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#include <clutter/clutter-units.h>
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2007-08-13 16:48:01 -04:00
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#include <clutter/clutter-event.h>
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2007-12-03 11:29:18 -05:00
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#include <clutter/clutter-shader.h>
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2006-08-29 15:09:43 -04:00
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2006-06-13 09:17:45 -04:00
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G_BEGIN_DECLS
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#define CLUTTER_TYPE_ACTOR_BOX (clutter_actor_box_get_type ())
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#define CLUTTER_TYPE_ACTOR (clutter_actor_get_type ())
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#define CLUTTER_ACTOR(obj) \
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(G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_ACTOR, ClutterActor))
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#define CLUTTER_ACTOR_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_ACTOR, ClutterActorClass))
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#define CLUTTER_IS_ACTOR(obj) \
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(G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_ACTOR))
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#define CLUTTER_IS_ACTOR_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_ACTOR))
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#define CLUTTER_ACTOR_GET_CLASS(obj) \
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(G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_ACTOR, ClutterActorClass))
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#define CLUTTER_ACTOR_SET_FLAGS(e,f) (((ClutterActor*)(e))->flags |= (f))
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#define CLUTTER_ACTOR_UNSET_FLAGS(e,f) (((ClutterActor*)(e))->flags &= ~(f))
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#define CLUTTER_ACTOR_IS_MAPPED(e) (((ClutterActor*)(e))->flags & CLUTTER_ACTOR_MAPPED)
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#define CLUTTER_ACTOR_IS_REALIZED(e) (((ClutterActor*)(e))->flags & CLUTTER_ACTOR_REALIZED)
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#define CLUTTER_ACTOR_IS_VISIBLE(e) (CLUTTER_ACTOR_IS_MAPPED (e) && CLUTTER_ACTOR_IS_REALIZED (e))
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#define CLUTTER_ACTOR_IS_REACTIVE(e) (((ClutterActor*)(e))->flags & CLUTTER_ACTOR_REACTIVE)
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typedef struct _ClutterActorClass ClutterActorClass;
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typedef struct _ClutterActorBox ClutterActorBox;
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typedef struct _ClutterActorPrivate ClutterActorPrivate;
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/**
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* ClutterCallback:
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* @actor: a #ClutterActor
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* @data: user data
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*
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* Generic callback
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*/
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typedef void (*ClutterCallback) (ClutterActor *actor, gpointer data);
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#define CLUTTER_CALLBACK(f) ((ClutterCallback) (f))
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/**
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* ClutterActorFlags:
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* @CLUTTER_ACTOR_MAPPED: the actor has been painted
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* @CLUTTER_ACTOR_REALIZED: the resources associated to the actor have been
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* allocated
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* @CLUTTER_ACTOR_REACTIVE: the actor 'reacts' to mouse events emmitting event
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* signals
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*
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* Flags used to signal the state of an actor.
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*/
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typedef enum
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{
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CLUTTER_ACTOR_MAPPED = 1 << 1,
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CLUTTER_ACTOR_REALIZED = 1 << 2,
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CLUTTER_ACTOR_REACTIVE = 1 << 3
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} ClutterActorFlags;
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/**
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* ClutterActorBox:
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* @x1: X coordinate of the top left corner
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* @y1: Y coordinate of the top left corner
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* @x2: X coordinate of the bottom right corner
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* @y2: Y coordinate of the bottom right corner
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*
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* Bounding box of an actor. The coordinates of the top left and right bottom
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* corners of an actor. The coordinates of the two points are expressed in
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* #ClutterUnit<!-- -->s, that is are device-independent. If you want to obtain
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* the box dimensions in pixels, use clutter_actor_get_geometry().
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*/
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struct _ClutterActorBox
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{
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ClutterUnit x1;
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ClutterUnit y1;
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ClutterUnit x2;
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ClutterUnit y2;
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};
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GType clutter_actor_box_get_type (void) G_GNUC_CONST;
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2007-07-01 12:44:24 -04:00
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/**
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* ClutterActor:
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* @flags: #ClutterActorFlags
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*
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* Base class for actors.
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*/
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struct _ClutterActor
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{
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/*< private >*/
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GInitiallyUnowned parent_instance;
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2007-11-28 07:23:31 -05:00
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2007-07-01 12:44:24 -04:00
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/*< public >*/
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2006-07-06 Emmanuele Bassi <ebassi@openedhand.com>
Big rework of the actor management semantics: now ClutterActor
objects behave like GtkObjects - that is they have an initial
"floating" reference that gets "sunk" when they are added to
a ClutterGroup. This makes a group responsible of de-allocating
each actor inside it, so you just have to destroy the group to
get every child actor destroyed. Also, now you can do:
clutter_group_add (group, clutter_video_texture_new ());
without having to care about reference counting and explicit
unreffing.
* clutter/clutter-private.h: Add private flags setter and
getter macros.
* clutter/clutter-actor.h:
* clutter/clutter-actor.c: Clean up; inherit from GInitiallyUnowned;
add a "visible" property; add the "destroy", "show" and "hide"
signals to ClutterActorClass.
(clutter_actor_show), (clutter_actor_hide): Refactor a bit; emit
the "show" and "hide" signals.
(clutter_actor_set_property), (clutter_actor_get_property),
(clutter_actor_class_init): Implement the "visible" property; add
signals.
(clutter_actor_finalize): Do not leak the actor's name, if it is
set.
(clutter_actor_dispose): Emit the "destroy" signal here.
(clutter_actor_init): Sink the initial floating flag if needed.
(clutter_actor_destroy): Add a function to explicitely destroy
a ClutterActor.
(clutter_actor_set_parent), (clutter_actor_get_parent),
(clutter_actor_unparent): Make set_parent require a valid parent;
add unparent; check on get_parent; ref_sink the actor when
setting its parent and unref it when unsetting it. Probably we'll
need a function that does reparenting as unparent+set_parent in
a single shot.
* clutter/clutter-group.h:
* clutter/clutter-group.c (clutter_group_dispose),
(clutter_group_finalize), (clutter_group_add),
(clutter_group_remove): Make the group destroy its children when
disposing it; clean up, and use the newly-available
clutter_actor_unparent().
* clutter/clutter-stage.h:
* clutter/clutter-stage.c (clutter_stage_init): ClutterStage is
a top-level actor; clean up.
* clutter/clutter-video-texture.h:
* clutter/clutter-video-texture.c: Clean up.
* examples/super-oh.c:
* examples/test.c:
* examples/video-player.c:
* examples/test-text.c:
* examples/video-cube.c: Remove the g_object_unref() call, as the
ClutterStage object is destroyed on clutter_main_quit().
2006-07-06 13:52:57 -04:00
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guint32 flags;
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2006-06-13 09:17:45 -04:00
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/*< private >*/
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2006-07-06 Emmanuele Bassi <ebassi@openedhand.com>
Big rework of the actor management semantics: now ClutterActor
objects behave like GtkObjects - that is they have an initial
"floating" reference that gets "sunk" when they are added to
a ClutterGroup. This makes a group responsible of de-allocating
each actor inside it, so you just have to destroy the group to
get every child actor destroyed. Also, now you can do:
clutter_group_add (group, clutter_video_texture_new ());
without having to care about reference counting and explicit
unreffing.
* clutter/clutter-private.h: Add private flags setter and
getter macros.
* clutter/clutter-actor.h:
* clutter/clutter-actor.c: Clean up; inherit from GInitiallyUnowned;
add a "visible" property; add the "destroy", "show" and "hide"
signals to ClutterActorClass.
(clutter_actor_show), (clutter_actor_hide): Refactor a bit; emit
the "show" and "hide" signals.
(clutter_actor_set_property), (clutter_actor_get_property),
(clutter_actor_class_init): Implement the "visible" property; add
signals.
(clutter_actor_finalize): Do not leak the actor's name, if it is
set.
(clutter_actor_dispose): Emit the "destroy" signal here.
(clutter_actor_init): Sink the initial floating flag if needed.
(clutter_actor_destroy): Add a function to explicitely destroy
a ClutterActor.
(clutter_actor_set_parent), (clutter_actor_get_parent),
(clutter_actor_unparent): Make set_parent require a valid parent;
add unparent; check on get_parent; ref_sink the actor when
setting its parent and unref it when unsetting it. Probably we'll
need a function that does reparenting as unparent+set_parent in
a single shot.
* clutter/clutter-group.h:
* clutter/clutter-group.c (clutter_group_dispose),
(clutter_group_finalize), (clutter_group_add),
(clutter_group_remove): Make the group destroy its children when
disposing it; clean up, and use the newly-available
clutter_actor_unparent().
* clutter/clutter-stage.h:
* clutter/clutter-stage.c (clutter_stage_init): ClutterStage is
a top-level actor; clean up.
* clutter/clutter-video-texture.h:
* clutter/clutter-video-texture.c: Clean up.
* examples/super-oh.c:
* examples/test.c:
* examples/video-player.c:
* examples/test-text.c:
* examples/video-cube.c: Remove the g_object_unref() call, as the
ClutterStage object is destroyed on clutter_main_quit().
2006-07-06 13:52:57 -04:00
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guint32 private_flags;
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2007-11-28 07:23:31 -05:00
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2006-07-06 Emmanuele Bassi <ebassi@openedhand.com>
Big rework of the actor management semantics: now ClutterActor
objects behave like GtkObjects - that is they have an initial
"floating" reference that gets "sunk" when they are added to
a ClutterGroup. This makes a group responsible of de-allocating
each actor inside it, so you just have to destroy the group to
get every child actor destroyed. Also, now you can do:
clutter_group_add (group, clutter_video_texture_new ());
without having to care about reference counting and explicit
unreffing.
* clutter/clutter-private.h: Add private flags setter and
getter macros.
* clutter/clutter-actor.h:
* clutter/clutter-actor.c: Clean up; inherit from GInitiallyUnowned;
add a "visible" property; add the "destroy", "show" and "hide"
signals to ClutterActorClass.
(clutter_actor_show), (clutter_actor_hide): Refactor a bit; emit
the "show" and "hide" signals.
(clutter_actor_set_property), (clutter_actor_get_property),
(clutter_actor_class_init): Implement the "visible" property; add
signals.
(clutter_actor_finalize): Do not leak the actor's name, if it is
set.
(clutter_actor_dispose): Emit the "destroy" signal here.
(clutter_actor_init): Sink the initial floating flag if needed.
(clutter_actor_destroy): Add a function to explicitely destroy
a ClutterActor.
(clutter_actor_set_parent), (clutter_actor_get_parent),
(clutter_actor_unparent): Make set_parent require a valid parent;
add unparent; check on get_parent; ref_sink the actor when
setting its parent and unref it when unsetting it. Probably we'll
need a function that does reparenting as unparent+set_parent in
a single shot.
* clutter/clutter-group.h:
* clutter/clutter-group.c (clutter_group_dispose),
(clutter_group_finalize), (clutter_group_add),
(clutter_group_remove): Make the group destroy its children when
disposing it; clean up, and use the newly-available
clutter_actor_unparent().
* clutter/clutter-stage.h:
* clutter/clutter-stage.c (clutter_stage_init): ClutterStage is
a top-level actor; clean up.
* clutter/clutter-video-texture.h:
* clutter/clutter-video-texture.c: Clean up.
* examples/super-oh.c:
* examples/test.c:
* examples/video-player.c:
* examples/test-text.c:
* examples/video-cube.c: Remove the g_object_unref() call, as the
ClutterStage object is destroyed on clutter_main_quit().
2006-07-06 13:52:57 -04:00
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ClutterActorPrivate *priv;
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};
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2007-08-07 10:03:08 -04:00
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/**
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* ClutterActorClass:
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2008-01-18 06:25:47 -05:00
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* @show: signal class handler for ClutterActor::show; it must chain
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* up to the parent's implementation
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2007-08-07 10:03:08 -04:00
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* @show_all: virtual function for containers and composite actors, to
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* determine which children should be shown when calling
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* clutter_actor_show_all() on the actor. Defaults to calling
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* clutter_actor_show().
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2008-01-18 06:25:47 -05:00
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* @hide: signal class handler for ClutterActor::hide; it must chain
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* up to the parent's implementation
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2007-08-07 10:03:08 -04:00
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* @hide_all: virtual function for containers and composite actors, to
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* determine which children should be shown when calling
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* clutter_actor_hide_all() on the actor. Defaults to calling
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* clutter_actor_show().
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* @realize: virtual function, used to allocate resources for the actor;
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* it should chain up to the parent's implementation
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* @unrealize: virtual function, used to deallocate resources allocated
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* in ::realized; it should chain up to the parent's implementation
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* @paint: virtual function, used to paint the actor
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* @request_coords: virtual function, used when setting the coordinates
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* of an actor
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* @query_coords: virtual function, used when querying the actor for
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* its coordinates; it must chain up to the parent's implementation
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2007-08-07 10:03:08 -04:00
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* @parent_set: signal class closure for the ClutterActor::parent-set
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2008-01-18 06:25:47 -05:00
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* @destroy: signal class closure for ClutterActor::destroy
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* @pick: virtual functions, used to draw an outline of the actor with
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* the given colour
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* @event: signal class closure for ClutterActor::event
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* @button_press_event: signal class closure for
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* ClutterActor::button-press-event
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* @button_release_event: signal class closure for
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* ClutterActor::button-release-event
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* @scroll_event: signal class closure for ClutterActor::scroll-event
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* @key_press_event: signal class closure for ClutterActor::key-press-event
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* @key_release_event: signal class closure for
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* ClutterActor::key-release-event
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* @motion_event: signal class closure for ClutterActor::motion-event
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* @enter_event: signal class closure for ClutterActor::enter-event
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* @leave_event: signal class closure for ClutterActor::leave-event
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* @captured_event: signal class closure for ClutterActor::captured-event
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* @focus_in: signal class closure for ClutterActor::focus-in
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* @focus_out: signal class closure for ClutterActor::focus-out
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2007-08-07 10:03:08 -04:00
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*
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* Base class for actors.
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*/
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2006-06-13 09:17:45 -04:00
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struct _ClutterActorClass
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{
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2007-08-07 10:03:08 -04:00
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/*< private >*/
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2007-07-28 13:11:39 -04:00
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GInitiallyUnownedClass parent_class;
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2006-06-13 09:17:45 -04:00
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2007-08-07 10:03:08 -04:00
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/*< public >*/
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2007-05-18 03:30:06 -04:00
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void (* show) (ClutterActor *actor);
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void (* show_all) (ClutterActor *actor);
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void (* hide) (ClutterActor *actor);
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void (* hide_all) (ClutterActor *actor);
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void (* realize) (ClutterActor *actor);
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void (* unrealize) (ClutterActor *actor);
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void (* paint) (ClutterActor *actor);
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void (* request_coords) (ClutterActor *actor,
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2008-02-04 06:45:12 -05:00
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ClutterActorBox *box);
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2007-06-13 19:24:59 -04:00
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void (* query_coords) (ClutterActor *actor,
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2008-02-04 06:45:12 -05:00
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ClutterActorBox *box);
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2007-05-18 03:30:06 -04:00
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void (* parent_set) (ClutterActor *actor,
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ClutterActor *old_parent);
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2006-07-06 Emmanuele Bassi <ebassi@openedhand.com>
Big rework of the actor management semantics: now ClutterActor
objects behave like GtkObjects - that is they have an initial
"floating" reference that gets "sunk" when they are added to
a ClutterGroup. This makes a group responsible of de-allocating
each actor inside it, so you just have to destroy the group to
get every child actor destroyed. Also, now you can do:
clutter_group_add (group, clutter_video_texture_new ());
without having to care about reference counting and explicit
unreffing.
* clutter/clutter-private.h: Add private flags setter and
getter macros.
* clutter/clutter-actor.h:
* clutter/clutter-actor.c: Clean up; inherit from GInitiallyUnowned;
add a "visible" property; add the "destroy", "show" and "hide"
signals to ClutterActorClass.
(clutter_actor_show), (clutter_actor_hide): Refactor a bit; emit
the "show" and "hide" signals.
(clutter_actor_set_property), (clutter_actor_get_property),
(clutter_actor_class_init): Implement the "visible" property; add
signals.
(clutter_actor_finalize): Do not leak the actor's name, if it is
set.
(clutter_actor_dispose): Emit the "destroy" signal here.
(clutter_actor_init): Sink the initial floating flag if needed.
(clutter_actor_destroy): Add a function to explicitely destroy
a ClutterActor.
(clutter_actor_set_parent), (clutter_actor_get_parent),
(clutter_actor_unparent): Make set_parent require a valid parent;
add unparent; check on get_parent; ref_sink the actor when
setting its parent and unref it when unsetting it. Probably we'll
need a function that does reparenting as unparent+set_parent in
a single shot.
* clutter/clutter-group.h:
* clutter/clutter-group.c (clutter_group_dispose),
(clutter_group_finalize), (clutter_group_add),
(clutter_group_remove): Make the group destroy its children when
disposing it; clean up, and use the newly-available
clutter_actor_unparent().
* clutter/clutter-stage.h:
* clutter/clutter-stage.c (clutter_stage_init): ClutterStage is
a top-level actor; clean up.
* clutter/clutter-video-texture.h:
* clutter/clutter-video-texture.c: Clean up.
* examples/super-oh.c:
* examples/test.c:
* examples/video-player.c:
* examples/test-text.c:
* examples/video-cube.c: Remove the g_object_unref() call, as the
ClutterStage object is destroyed on clutter_main_quit().
2006-07-06 13:52:57 -04:00
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void (* destroy) (ClutterActor *actor);
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void (* pick) (ClutterActor *actor,
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const ClutterColor *color);
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/* event signals */
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gboolean (* event) (ClutterActor *actor,
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ClutterEvent *event);
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gboolean (* button_press_event) (ClutterActor *actor,
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ClutterButtonEvent *event);
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gboolean (* button_release_event) (ClutterActor *actor,
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ClutterButtonEvent *event);
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gboolean (* scroll_event) (ClutterActor *actor,
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ClutterScrollEvent *event);
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gboolean (* key_press_event) (ClutterActor *actor,
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ClutterKeyEvent *event);
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gboolean (* key_release_event) (ClutterActor *actor,
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ClutterKeyEvent *event);
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gboolean (* motion_event) (ClutterActor *actor,
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ClutterMotionEvent *event);
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gboolean (* enter_event) (ClutterActor *actor,
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ClutterCrossingEvent *event);
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gboolean (* leave_event) (ClutterActor *actor,
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ClutterCrossingEvent *event);
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gboolean (* captured_event) (ClutterActor *actor,
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ClutterEvent *event);
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void (* focus_in) (ClutterActor *actor);
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void (* focus_out) (ClutterActor *actor);
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/*< private >*/
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/* padding for future expansion */
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gpointer _padding_dummy[32];
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};
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GType clutter_actor_get_type (void) G_GNUC_CONST;
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void clutter_actor_show (ClutterActor *self);
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void clutter_actor_show_all (ClutterActor *self);
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void clutter_actor_hide (ClutterActor *self);
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void clutter_actor_hide_all (ClutterActor *self);
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void clutter_actor_realize (ClutterActor *self);
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void clutter_actor_unrealize (ClutterActor *self);
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void clutter_actor_paint (ClutterActor *self);
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void clutter_actor_pick (ClutterActor *self,
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const ClutterColor *color);
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void clutter_actor_queue_redraw (ClutterActor *self);
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void clutter_actor_destroy (ClutterActor *self);
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void clutter_actor_request_coords (ClutterActor *self,
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ClutterActorBox *box);
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void clutter_actor_query_coords (ClutterActor *self,
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ClutterActorBox *box);
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void clutter_actor_set_geometry (ClutterActor *self,
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const ClutterGeometry *geometry);
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void clutter_actor_get_geometry (ClutterActor *self,
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ClutterGeometry *geometry);
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void clutter_actor_get_coords (ClutterActor *self,
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gint *x_1,
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gint *y_1,
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gint *x_2,
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gint *y_2);
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void clutter_actor_set_size (ClutterActor *self,
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gint width,
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gint height);
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void clutter_actor_set_sizeu (ClutterActor *self,
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ClutterUnit width,
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ClutterUnit height);
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void clutter_actor_get_size (ClutterActor *self,
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guint *width,
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guint *height);
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void clutter_actor_get_sizeu (ClutterActor *self,
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ClutterUnit *width,
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ClutterUnit *height);
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void clutter_actor_get_abs_size (ClutterActor *self,
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guint *width,
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guint *height);
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void clutter_actor_set_position (ClutterActor *self,
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gint x,
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gint y);
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void clutter_actor_set_positionu (ClutterActor *self,
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ClutterUnit x,
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ClutterUnit y);
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void clutter_actor_get_position (ClutterActor *self,
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gint *x,
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gint *y);
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void clutter_actor_get_positionu (ClutterActor *self,
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ClutterUnit *x,
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ClutterUnit *y);
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void clutter_actor_get_abs_position (ClutterActor *self,
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gint *x,
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gint *y);
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guint clutter_actor_get_width (ClutterActor *self);
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ClutterUnit clutter_actor_get_widthu (ClutterActor *self);
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guint clutter_actor_get_height (ClutterActor *self);
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ClutterUnit clutter_actor_get_heightu (ClutterActor *self);
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void clutter_actor_set_width (ClutterActor *self,
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guint width);
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void clutter_actor_set_widthu (ClutterActor *self,
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ClutterUnit width);
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void clutter_actor_set_height (ClutterActor *self,
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guint height);
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void clutter_actor_set_heightu (ClutterActor *self,
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ClutterUnit height);
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gint clutter_actor_get_x (ClutterActor *self);
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ClutterUnit clutter_actor_get_xu (ClutterActor *self);
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gint clutter_actor_get_y (ClutterActor *self);
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ClutterUnit clutter_actor_get_yu (ClutterActor *self);
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void clutter_actor_set_x (ClutterActor *self,
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gint x);
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void clutter_actor_set_xu (ClutterActor *self,
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ClutterUnit x);
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void clutter_actor_set_y (ClutterActor *self,
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gint y);
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void clutter_actor_set_yu (ClutterActor *self,
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ClutterUnit y);
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void clutter_actor_set_rotation (ClutterActor *self,
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ClutterRotateAxis axis,
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gdouble angle,
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gint x,
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gint y,
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gint z);
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void clutter_actor_set_rotationx (ClutterActor *self,
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ClutterRotateAxis axis,
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ClutterFixed angle,
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gint x,
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gint y,
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gint z);
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gdouble clutter_actor_get_rotation (ClutterActor *self,
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ClutterRotateAxis axis,
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gint *x,
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gint *y,
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gint *z);
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ClutterFixed clutter_actor_get_rotationx (ClutterActor *self,
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ClutterRotateAxis axis,
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gint *x,
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gint *y,
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gint *z);
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void clutter_actor_set_opacity (ClutterActor *self,
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guint8 opacity);
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guint8 clutter_actor_get_opacity (ClutterActor *self);
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void clutter_actor_set_name (ClutterActor *self,
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const gchar *name);
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G_CONST_RETURN gchar *clutter_actor_get_name (ClutterActor *self);
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guint32 clutter_actor_get_gid (ClutterActor *self);
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void clutter_actor_set_clip (ClutterActor *self,
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gint xoff,
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gint yoff,
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gint width,
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gint height);
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void clutter_actor_set_clipu (ClutterActor *self,
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ClutterUnit xoff,
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ClutterUnit yoff,
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ClutterUnit width,
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ClutterUnit height);
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void clutter_actor_remove_clip (ClutterActor *self);
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gboolean clutter_actor_has_clip (ClutterActor *self);
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void clutter_actor_get_clip (ClutterActor *self,
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gint *xoff,
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gint *yoff,
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gint *width,
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gint *height);
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void clutter_actor_get_clipu (ClutterActor *self,
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ClutterUnit *xoff,
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ClutterUnit *yoff,
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ClutterUnit *width,
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ClutterUnit *height);
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void clutter_actor_set_parent (ClutterActor *self,
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ClutterActor *parent);
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ClutterActor * clutter_actor_get_parent (ClutterActor *self);
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void clutter_actor_reparent (ClutterActor *self,
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ClutterActor *new_parent);
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void clutter_actor_unparent (ClutterActor *self);
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void clutter_actor_raise (ClutterActor *self,
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ClutterActor *below);
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void clutter_actor_lower (ClutterActor *self,
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ClutterActor *above);
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void clutter_actor_raise_top (ClutterActor *self);
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void clutter_actor_lower_bottom (ClutterActor *self);
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void clutter_actor_set_depth (ClutterActor *self,
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gint depth);
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gint clutter_actor_get_depth (ClutterActor *self);
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void clutter_actor_set_depthu (ClutterActor *self,
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ClutterUnit depth);
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ClutterUnit clutter_actor_get_depthu (ClutterActor *self);
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void clutter_actor_set_reactive (ClutterActor *actor,
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gboolean reactive);
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gboolean clutter_actor_get_reactive (ClutterActor *actor);
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void clutter_actor_set_scalex (ClutterActor *self,
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ClutterFixed scale_x,
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ClutterFixed scale_y);
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void clutter_actor_set_scale (ClutterActor *self,
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gdouble scale_x,
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gdouble scale_y);
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void clutter_actor_get_scalex (ClutterActor *self,
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ClutterFixed *scale_x,
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ClutterFixed *scale_y);
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void clutter_actor_get_scale (ClutterActor *self,
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gdouble *scale_x,
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gdouble *scale_y);
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2007-05-18 03:30:06 -04:00
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2007-06-27 11:10:52 -04:00
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void clutter_actor_move_by (ClutterActor *self,
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gint dx,
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gint dy);
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2008-01-04 13:30:25 -05:00
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void clutter_actor_move_byu (ClutterActor *self,
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ClutterUnit dx,
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ClutterUnit dy);
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2007-06-27 11:10:52 -04:00
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void clutter_actor_get_vertices (ClutterActor *self,
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ClutterVertex verts[4]);
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2008-02-14 10:59:38 -05:00
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void clutter_actor_get_relative_vertices (ClutterActor *self,
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ClutterActor *ancestor,
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ClutterVertex verts[4]);
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2007-11-28 07:23:31 -05:00
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void clutter_actor_apply_transform_to_point (ClutterActor *self,
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ClutterVertex *point,
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ClutterVertex *vertex);
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2008-02-14 10:59:38 -05:00
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void clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
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ClutterActor *ancestor,
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ClutterVertex *point,
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ClutterVertex *vertex);
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2008-02-04 06:45:12 -05:00
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gboolean clutter_actor_event (ClutterActor *actor,
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ClutterEvent *event,
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gboolean capture);
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ClutterActor * clutter_get_actor_by_gid (guint32 id);
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gboolean clutter_actor_should_pick_paint (ClutterActor *self);
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gboolean clutter_actor_set_shader (ClutterActor *self,
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ClutterShader *shader);
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ClutterShader * clutter_actor_get_shader (ClutterActor *self);
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void clutter_actor_set_shader_param (ClutterActor *self,
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const gchar *param,
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gfloat value);
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void clutter_actor_set_anchor_point (ClutterActor *self,
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gint anchor_x,
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gint anchor_y);
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void clutter_actor_move_anchor_point (ClutterActor *self,
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gint anchor_x,
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gint anchor_y);
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void clutter_actor_get_anchor_point (ClutterActor *self,
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gint *anchor_x,
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gint *anchor_y);
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void clutter_actor_set_anchor_pointu (ClutterActor *self,
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ClutterUnit anchor_x,
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ClutterUnit anchor_y);
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void clutter_actor_move_anchor_pointu (ClutterActor *self,
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ClutterUnit anchor_x,
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ClutterUnit anchor_y);
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void clutter_actor_get_anchor_pointu (ClutterActor *self,
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ClutterUnit *anchor_x,
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ClutterUnit *anchor_y);
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void clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
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ClutterGravity gravity);
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void clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
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ClutterGravity gravity);
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gboolean clutter_actor_transform_stage_point (ClutterActor *self,
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ClutterUnit x,
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ClutterUnit y,
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ClutterUnit *x_out,
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ClutterUnit *y_out);
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2007-12-05 09:54:15 -05:00
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2006-06-13 09:17:45 -04:00
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G_END_DECLS
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2006-11-17 13:45:31 -05:00
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#endif /* _HAVE_CLUTTER_ACTOR_H */
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