mutter/clutter/clutter/clutter-actor.h

940 lines
58 KiB
C
Raw Normal View History

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
* Copyright (C) 2009, 2010 Intel Corp
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#ifndef __CLUTTER_ACTOR_H__
#define __CLUTTER_ACTOR_H__
#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <clutter/clutter.h> can be included directly."
#endif
/* clutter-actor.h */
#include <gio/gio.h>
#include <pango/pango.h>
#include <atk/atk.h>
#include <cogl/cogl.h>
#include <clutter/clutter-types.h>
#include <clutter/clutter-event.h>
#include <clutter/clutter-paint-context.h>
#include <clutter/clutter-pick-context.h>
G_BEGIN_DECLS
#define CLUTTER_TYPE_ACTOR (clutter_actor_get_type ())
#define CLUTTER_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_ACTOR, ClutterActor))
#define CLUTTER_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_ACTOR, ClutterActorClass))
#define CLUTTER_IS_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_ACTOR))
#define CLUTTER_IS_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_ACTOR))
#define CLUTTER_ACTOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_ACTOR, ClutterActorClass))
/**
* CLUTTER_ACTOR_SET_FLAGS:
* @a: a #ClutterActor
* @f: the #ClutterActorFlags to set
*
* Sets the given flags on a #ClutterActor
*
* Deprecated: 1.24: Changing flags directly is heavily discouraged in
* newly written code. #ClutterActor will take care of setting the
* internal state.
*/
#define CLUTTER_ACTOR_SET_FLAGS(a,f) \
CLUTTER_MACRO_DEPRECATED \
(((ClutterActor*)(a))->flags |= (f))
/**
* CLUTTER_ACTOR_UNSET_FLAGS:
* @a: a #ClutterActor
* @f: the #ClutterActorFlags to unset
*
* Unsets the given flags on a #ClutterActor
*
* Deprecated: 1.24: Changing flags directly is heavily discouraged in
* newly written code. #ClutterActor will take care of unsetting the
* internal state.
*/
#define CLUTTER_ACTOR_UNSET_FLAGS(a,f) \
CLUTTER_MACRO_DEPRECATED \
(((ClutterActor*)(a))->flags &= ~(f))
#define CLUTTER_ACTOR_IS_MAPPED(a) \
CLUTTER_MACRO_DEPRECATED_FOR ("Deprecated macro. Use clutter_actor_is_mapped instead") \
((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_MAPPED) != FALSE)
#define CLUTTER_ACTOR_IS_REALIZED(a) \
CLUTTER_MACRO_DEPRECATED_FOR ("Deprecated macro. Use clutter_actor_is_realized instead") \
((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_REALIZED) != FALSE)
#define CLUTTER_ACTOR_IS_VISIBLE(a) \
CLUTTER_MACRO_DEPRECATED_FOR ("Deprecated macro. Use clutter_actor_is_visible instead") \
((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_VISIBLE) != FALSE)
#define CLUTTER_ACTOR_IS_REACTIVE(a) \
CLUTTER_MACRO_DEPRECATED_FOR ("Deprecated macro. Use clutter_actor_get_reactive instead") \
((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_REACTIVE) != FALSE)
typedef struct _ClutterActorClass ClutterActorClass;
typedef struct _ClutterActorPrivate ClutterActorPrivate;
2007-08-07 14:03:08 +00:00
/**
* ClutterCallback:
* @actor: a #ClutterActor
* @data: (closure): user data
2007-08-07 14:03:08 +00:00
*
* Generic callback
*/
typedef void (*ClutterCallback) (ClutterActor *actor,
gpointer data);
/**
* CLUTTER_CALLBACK:
* @f: a function
*
* Convenience macro to cast a function to #ClutterCallback
*/
#define CLUTTER_CALLBACK(f) ((ClutterCallback) (f))
/**
* ClutterActor:
* @flags: #ClutterActorFlags
*
* Base class for actors.
*/
struct _ClutterActor
{
/*< private >*/
GInitiallyUnowned parent_instance;
/*< public >*/
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 17:52:57 +00:00
guint32 flags;
/*< private >*/
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 17:52:57 +00:00
guint32 private_flags;
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 17:52:57 +00:00
ClutterActorPrivate *priv;
};
2007-08-07 14:03:08 +00:00
/**
* ClutterActorClass:
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
* @show: signal class handler for #ClutterActor::show; it must chain
* up to the parent's implementation
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
* @hide: signal class handler for #ClutterActor::hide; it must chain
* up to the parent's implementation
2007-08-07 14:03:08 +00:00
* @hide_all: virtual function for containers and composite actors, to
* determine which children should be shown when calling
* clutter_actor_hide_all() on the actor. Defaults to calling
* clutter_actor_hide(). This virtual function is deprecated and it
* should not be overridden.
2007-08-07 14:03:08 +00:00
* @realize: virtual function, used to allocate resources for the actor;
* it should chain up to the parent's implementation. This virtual
* function is deprecated and should not be overridden in newly
* written code.
2007-08-07 14:03:08 +00:00
* @unrealize: virtual function, used to deallocate resources allocated
* in ::realize; it should chain up to the parent's implementation. This
* function is deprecated and should not be overridden in newly
* written code.
* @map: virtual function for containers and composite actors, to
* map their children; it must chain up to the parent's implementation.
* Overriding this function is optional.
* @unmap: virtual function for containers and composite actors, to
* unmap their children; it must chain up to the parent's implementation.
* Overriding this function is optional.
2007-08-07 14:03:08 +00:00
* @paint: virtual function, used to paint the actor
* @get_preferred_width: virtual function, used when querying the minimum
* and natural widths of an actor for a given height; it is used by
* clutter_actor_get_preferred_width()
* @get_preferred_height: virtual function, used when querying the minimum
* and natural heights of an actor for a given width; it is used by
* clutter_actor_get_preferred_height()
* @allocate: virtual function, used when setting the coordinates of an
* actor; it is used by clutter_actor_allocate(); when overriding this
* function without chaining up, clutter_actor_set_allocation() must be
* called and children must be allocated by the implementation, when
* chaining up though, those things will be done by the parent's
* implementation.
[actor] Allow changing the transformations matrix Currently, the transformation matrix for an actor is constructed from scenegraph-related accessors. An actor, though, can call COGL API to add new transformations inside the paint() implementation, for instance: static void my_foo_paint (ClutterActor *a) { ... cogl_translate (-scroll_x, -scroll_y, 0); ... } Unfortunately these transformations will be completely ignored by the scenegraph machinery; for instance, getting the actor-relative coordinates from event coordinates is going to break badly because of this. In order to make the scenegraph aware of the potential of additional transformations, we need a ::apply_transform() virtual function. This vfunc will pass a CoglMatrix which can be used to apply additional operations: static void my_foo_apply_transform (ClutterActor *a, CoglMatrix *m) { CLUTTER_ACTOR_CLASS (my_foo_parent_class)->apply_transform (a, m); ... cogl_matrix_translate (m, -scroll_x, -scroll_y, 0); ... } The ::paint() implementation will be called with the actor already using the newly applied transformation matrix, as expected: static void my_foo_paint (ClutterActor *a) { ... } The ::apply_transform() implementations *must* chain up, so that the various transformations of each class are preserved. The default implementation inside ClutterActor applies all the transformations defined by the scenegraph-related accessors. Actors performing transformations inside the paint() function will continue to work as previously.
2009-07-01 12:59:13 +00:00
* @apply_transform: virtual function, used when applying the transformations
* to an actor before painting it or when transforming coordinates or
* the allocation; if the transformation calculated by this function may
* have changed, the cached transformation must be invalidated by calling
* clutter_actor_invalidate_transform(); it must chain up to the parent's
* implementation
* @parent_set: signal class handler for the #ClutterActor::parent-set
* @destroy: signal class handler for #ClutterActor::destroy. It must
* chain up to the parent's implementation
* @pick: virtual function, used to draw an outline of the actor with
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
* the given color
* @event: class handler for #ClutterActor::event
* @button_press_event: class handler for #ClutterActor::button-press-event
* @button_release_event: class handler for
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
* #ClutterActor::button-release-event
* @scroll_event: signal class closure for #ClutterActor::scroll-event
* @key_press_event: signal class closure for #ClutterActor::key-press-event
* @key_release_event: signal class closure for
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
* #ClutterActor::key-release-event
* @motion_event: signal class closure for #ClutterActor::motion-event
* @enter_event: signal class closure for #ClutterActor::enter-event
* @leave_event: signal class closure for #ClutterActor::leave-event
* @captured_event: signal class closure for #ClutterActor::captured-event
2010-08-17 13:54:20 +00:00
* @key_focus_in: signal class closure for #ClutterActor::key-focus-in
* @key_focus_out: signal class closure for #ClutterActor::key-focus-out
* @queue_relayout: class handler for #ClutterActor::queue-relayout
* @get_accessible: virtual function, returns the accessible object that
* describes the actor to an assistive technology.
* @get_paint_volume: virtual function, for sub-classes to define their
* #ClutterPaintVolume
clutter-actor: Add a 'has_overlaps' virtual This adds a virtual to ClutterActor so that an actor subclass can report whether it has overlapping primitives. ClutterActor uses this to determine whether it needs to use ClutterFlattenEffect to implement the opacity property. The default implementation of the virtual returns TRUE which means that most actors will end up being redirected offscreen when the opacity != 255. ClutterTexture and ClutterRectangle override this to return FALSE because they should never need to be redirected. ClutterClone overrides it to divert to the source. The values for the ClutterOffscreenRedirect enum have changed to: AUTOMATIC_FOR_OPACITY The actor will only be redirected if has_overlaps returns TRUE and the opacity is < 255 ALWAYS_FOR_OPACITY The actor will always be redirected if the opacity < 255 regardless of the return value of has_overlaps ALWAYS The actor will always be redirected offscreen. This means that the property can't be used to prevent the actor from being redirected but only to increase the likelihood that it will be redirected. ClutterActor now adds and removes the flatten effect depending on whether flattening is needed directly in clutter_actor_paint(). There are new internal versions of add/remove_effect that don't queue a redraw. This means that ClutterFlattenEffect is now just a no-op subclass of ClutterOffscreen. It is only needed because ClutterOffscreen is abstract. Removing the effect also makes it so that the cached image will be freed as soon as an actor is repainted without being flattened.
2011-03-14 16:30:53 +00:00
* @has_overlaps: virtual function for
* sub-classes to advertise whether they need an offscreen redirect
* to get the correct opacity. See
* clutter_actor_set_offscreen_redirect() for details.
* @paint_node: virtual function for creating paint nodes and attaching
* them to the render tree
* @touch_event: signal class closure for #ClutterActor::touch-event
2007-08-07 14:03:08 +00:00
*
* Base class for actors.
*/
struct _ClutterActorClass
{
2007-08-07 14:03:08 +00:00
/*< private >*/
GInitiallyUnownedClass parent_class;
2007-08-07 14:03:08 +00:00
/*< public >*/
void (* show) (ClutterActor *self);
void (* hide) (ClutterActor *self);
void (* hide_all) (ClutterActor *self);
void (* realize) (ClutterActor *self);
void (* unrealize) (ClutterActor *self);
void (* map) (ClutterActor *self);
void (* unmap) (ClutterActor *self);
void (* paint) (ClutterActor *self,
ClutterPaintContext *paint_context);
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
void (* parent_set) (ClutterActor *actor,
ClutterActor *old_parent);
void (* destroy) (ClutterActor *self);
void (* pick) (ClutterActor *actor,
ClutterPickContext *pick_context);
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
/* size negotiation */
void (* get_preferred_width) (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p);
void (* get_preferred_height) (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p);
void (* allocate) (ClutterActor *self,
const ClutterActorBox *box);
[actor] Allow changing the transformations matrix Currently, the transformation matrix for an actor is constructed from scenegraph-related accessors. An actor, though, can call COGL API to add new transformations inside the paint() implementation, for instance: static void my_foo_paint (ClutterActor *a) { ... cogl_translate (-scroll_x, -scroll_y, 0); ... } Unfortunately these transformations will be completely ignored by the scenegraph machinery; for instance, getting the actor-relative coordinates from event coordinates is going to break badly because of this. In order to make the scenegraph aware of the potential of additional transformations, we need a ::apply_transform() virtual function. This vfunc will pass a CoglMatrix which can be used to apply additional operations: static void my_foo_apply_transform (ClutterActor *a, CoglMatrix *m) { CLUTTER_ACTOR_CLASS (my_foo_parent_class)->apply_transform (a, m); ... cogl_matrix_translate (m, -scroll_x, -scroll_y, 0); ... } The ::paint() implementation will be called with the actor already using the newly applied transformation matrix, as expected: static void my_foo_paint (ClutterActor *a) { ... } The ::apply_transform() implementations *must* chain up, so that the various transformations of each class are preserved. The default implementation inside ClutterActor applies all the transformations defined by the scenegraph-related accessors. Actors performing transformations inside the paint() function will continue to work as previously.
2009-07-01 12:59:13 +00:00
/* transformations */
void (* apply_transform) (ClutterActor *actor,
graphene_matrix_t *matrix);
[actor] Allow changing the transformations matrix Currently, the transformation matrix for an actor is constructed from scenegraph-related accessors. An actor, though, can call COGL API to add new transformations inside the paint() implementation, for instance: static void my_foo_paint (ClutterActor *a) { ... cogl_translate (-scroll_x, -scroll_y, 0); ... } Unfortunately these transformations will be completely ignored by the scenegraph machinery; for instance, getting the actor-relative coordinates from event coordinates is going to break badly because of this. In order to make the scenegraph aware of the potential of additional transformations, we need a ::apply_transform() virtual function. This vfunc will pass a CoglMatrix which can be used to apply additional operations: static void my_foo_apply_transform (ClutterActor *a, CoglMatrix *m) { CLUTTER_ACTOR_CLASS (my_foo_parent_class)->apply_transform (a, m); ... cogl_matrix_translate (m, -scroll_x, -scroll_y, 0); ... } The ::paint() implementation will be called with the actor already using the newly applied transformation matrix, as expected: static void my_foo_paint (ClutterActor *a) { ... } The ::apply_transform() implementations *must* chain up, so that the various transformations of each class are preserved. The default implementation inside ClutterActor applies all the transformations defined by the scenegraph-related accessors. Actors performing transformations inside the paint() function will continue to work as previously.
2009-07-01 12:59:13 +00:00
/* event signals */
gboolean (* event) (ClutterActor *actor,
ClutterEvent *event);
gboolean (* button_press_event) (ClutterActor *actor,
ClutterButtonEvent *event);
gboolean (* button_release_event) (ClutterActor *actor,
ClutterButtonEvent *event);
gboolean (* scroll_event) (ClutterActor *actor,
ClutterScrollEvent *event);
gboolean (* key_press_event) (ClutterActor *actor,
ClutterKeyEvent *event);
gboolean (* key_release_event) (ClutterActor *actor,
ClutterKeyEvent *event);
gboolean (* motion_event) (ClutterActor *actor,
ClutterMotionEvent *event);
gboolean (* enter_event) (ClutterActor *actor,
ClutterCrossingEvent *event);
gboolean (* leave_event) (ClutterActor *actor,
ClutterCrossingEvent *event);
gboolean (* captured_event) (ClutterActor *actor,
ClutterEvent *event);
void (* key_focus_in) (ClutterActor *actor);
void (* key_focus_out) (ClutterActor *actor);
void (* queue_relayout) (ClutterActor *self);
/* accessibility support */
AtkObject * (* get_accessible) (ClutterActor *self);
gboolean (* get_paint_volume) (ClutterActor *actor,
ClutterPaintVolume *volume);
clutter-actor: Add a 'has_overlaps' virtual This adds a virtual to ClutterActor so that an actor subclass can report whether it has overlapping primitives. ClutterActor uses this to determine whether it needs to use ClutterFlattenEffect to implement the opacity property. The default implementation of the virtual returns TRUE which means that most actors will end up being redirected offscreen when the opacity != 255. ClutterTexture and ClutterRectangle override this to return FALSE because they should never need to be redirected. ClutterClone overrides it to divert to the source. The values for the ClutterOffscreenRedirect enum have changed to: AUTOMATIC_FOR_OPACITY The actor will only be redirected if has_overlaps returns TRUE and the opacity is < 255 ALWAYS_FOR_OPACITY The actor will always be redirected if the opacity < 255 regardless of the return value of has_overlaps ALWAYS The actor will always be redirected offscreen. This means that the property can't be used to prevent the actor from being redirected but only to increase the likelihood that it will be redirected. ClutterActor now adds and removes the flatten effect depending on whether flattening is needed directly in clutter_actor_paint(). There are new internal versions of add/remove_effect that don't queue a redraw. This means that ClutterFlattenEffect is now just a no-op subclass of ClutterOffscreen. It is only needed because ClutterOffscreen is abstract. Removing the effect also makes it so that the cached image will be freed as soon as an actor is repainted without being flattened.
2011-03-14 16:30:53 +00:00
gboolean (* has_overlaps) (ClutterActor *self);
void (* paint_node) (ClutterActor *self,
ClutterPaintNode *root);
gboolean (* touch_event) (ClutterActor *self,
ClutterTouchEvent *event);
gboolean (* has_accessible) (ClutterActor *self);
void (* resource_scale_changed) (ClutterActor *self);
clutter: Add private API to support resource scale affecting layout For ClutterText, the resource scale the text is drawn with affects the size of the allocation: ClutterText will choose a font scale based on the resource scale, and that font scale can lead to a slight difference in size compared to the unscaled font. We currently handle that by queuing a relayout inside the "resource-scale-changed" signal handler. This solution is a bit problematic though since it will take one more allocation cycle until the allocation is actually updated after a scale-change, so the actor is painted using the wrong allocation for one frame. Also the current solution can lead to relayout loops in a few cases, for example if a ClutterText is located near the edge on a 1x scaled monitor and is moved to intersect a 2x scaled monitor: Now the resource scale will change to 2 and a new allocation box is calculated; if this allocation box is slightly smaller than the old one because of the new font scale, the allocation won't intersect the 2x scaled monitor again and the resource scale switches back to 1. Now the allocation gets larger again and intersects the 2x scaled monitor again. This commit introduces a way to properly support those actors: In case an actors resource scale might affect its allocation, it should call the private function clutter_actor_queue_immediate_relayout(). This will make sure the actor gets a relayout before the upcoming paint happens afte every resource scale change. Also potential relayout loops can be handled by the actors themselves using a "phase" argument that's passed to implementations of the calculate_resource_scale() vfunc. The new API is private because resource scales are not meant to be used in a way where the scale affects the allocation. With ClutterText and the current behavior of Pango, that can't be avoid though, so we need it anyway. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1276
2020-04-10 12:54:11 +00:00
float (* calculate_resource_scale) (ClutterActor *self,
int phase);
/*< private >*/
/* padding for future expansion */
gpointer _padding_dummy[25];
};
/**
* ClutterActorIter:
*
* An iterator structure that allows to efficiently iterate over a
* section of the scene graph.
*
2014-03-18 14:14:22 +00:00
* The contents of the #ClutterActorIter structure
* are private and should only be accessed using the provided API.
*
* Since: 1.10
*/
struct _ClutterActorIter
{
/*< private >*/
gpointer CLUTTER_PRIVATE_FIELD (dummy1);
gpointer CLUTTER_PRIVATE_FIELD (dummy2);
gpointer CLUTTER_PRIVATE_FIELD (dummy3);
gint CLUTTER_PRIVATE_FIELD (dummy4);
gpointer CLUTTER_PRIVATE_FIELD (dummy5);
};
CLUTTER_EXPORT
GType clutter_actor_get_type (void) G_GNUC_CONST;
CLUTTER_EXPORT
ClutterActor * clutter_actor_new (void);
CLUTTER_EXPORT
void clutter_actor_set_flags (ClutterActor *self,
ClutterActorFlags flags);
CLUTTER_EXPORT
void clutter_actor_unset_flags (ClutterActor *self,
ClutterActorFlags flags);
CLUTTER_EXPORT
ClutterActorFlags clutter_actor_get_flags (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_show (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_hide (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_realize (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_unrealize (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_map (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_unmap (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_paint (ClutterActor *self,
ClutterPaintContext *paint_context);
CLUTTER_EXPORT
void clutter_actor_continue_paint (ClutterActor *self,
ClutterPaintContext *paint_context);
CLUTTER_EXPORT
void clutter_actor_pick (ClutterActor *actor,
ClutterPickContext *pick_context);
CLUTTER_EXPORT
void clutter_actor_continue_pick (ClutterActor *actor,
ClutterPickContext *pick_context);
CLUTTER_EXPORT
void clutter_actor_queue_redraw (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_queue_redraw_with_clip (ClutterActor *self,
const cairo_rectangle_int_t *clip);
CLUTTER_EXPORT
void clutter_actor_queue_relayout (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_destroy (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_name (ClutterActor *self,
const gchar *name);
CLUTTER_EXPORT
const gchar * clutter_actor_get_name (ClutterActor *self);
CLUTTER_EXPORT
AtkObject * clutter_actor_get_accessible (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_has_accessible (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_is_visible (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_is_mapped (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_is_realized (ClutterActor *self);
/* Size negotiation */
CLUTTER_EXPORT
void clutter_actor_set_request_mode (ClutterActor *self,
ClutterRequestMode mode);
CLUTTER_EXPORT
ClutterRequestMode clutter_actor_get_request_mode (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p);
CLUTTER_EXPORT
void clutter_actor_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p);
CLUTTER_EXPORT
void clutter_actor_get_preferred_size (ClutterActor *self,
gfloat *min_width_p,
gfloat *min_height_p,
gfloat *natural_width_p,
gfloat *natural_height_p);
CLUTTER_EXPORT
void clutter_actor_allocate (ClutterActor *self,
const ClutterActorBox *box);
CLUTTER_EXPORT
void clutter_actor_allocate_preferred_size (ClutterActor *self,
float x,
float y);
CLUTTER_EXPORT
void clutter_actor_allocate_available_size (ClutterActor *self,
gfloat x,
gfloat y,
gfloat available_width,
gfloat available_height);
CLUTTER_EXPORT
void clutter_actor_allocate_align_fill (ClutterActor *self,
const ClutterActorBox *box,
gdouble x_align,
gdouble y_align,
gboolean x_fill,
gboolean y_fill);
CLUTTER_EXPORT
void clutter_actor_set_allocation (ClutterActor *self,
const ClutterActorBox *box);
CLUTTER_EXPORT
void clutter_actor_get_allocation_box (ClutterActor *self,
ClutterActorBox *box);
CLUTTER_EXPORT
gboolean clutter_actor_has_allocation (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_size (ClutterActor *self,
gfloat width,
gfloat height);
CLUTTER_EXPORT
void clutter_actor_get_size (ClutterActor *self,
gfloat *width,
gfloat *height);
CLUTTER_EXPORT
void clutter_actor_set_position (ClutterActor *self,
gfloat x,
gfloat y);
CLUTTER_EXPORT
gboolean clutter_actor_get_fixed_position (ClutterActor *self,
float *x,
float *y);
CLUTTER_EXPORT
void clutter_actor_get_position (ClutterActor *self,
gfloat *x,
gfloat *y);
CLUTTER_EXPORT
gboolean clutter_actor_get_fixed_position_set (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_fixed_position_set (ClutterActor *self,
gboolean is_set);
CLUTTER_EXPORT
void clutter_actor_move_by (ClutterActor *self,
gfloat dx,
gfloat dy);
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
/* Actor geometry */
CLUTTER_EXPORT
gfloat clutter_actor_get_width (ClutterActor *self);
CLUTTER_EXPORT
gfloat clutter_actor_get_height (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_width (ClutterActor *self,
gfloat width);
CLUTTER_EXPORT
void clutter_actor_set_height (ClutterActor *self,
gfloat height);
CLUTTER_EXPORT
gfloat clutter_actor_get_x (ClutterActor *self);
CLUTTER_EXPORT
gfloat clutter_actor_get_y (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_x (ClutterActor *self,
gfloat x);
CLUTTER_EXPORT
void clutter_actor_set_y (ClutterActor *self,
gfloat y);
CLUTTER_EXPORT
void clutter_actor_set_z_position (ClutterActor *self,
gfloat z_position);
CLUTTER_EXPORT
gfloat clutter_actor_get_z_position (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_layout_manager (ClutterActor *self,
ClutterLayoutManager *manager);
CLUTTER_EXPORT
ClutterLayoutManager * clutter_actor_get_layout_manager (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_x_align (ClutterActor *self,
ClutterActorAlign x_align);
CLUTTER_EXPORT
ClutterActorAlign clutter_actor_get_x_align (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_y_align (ClutterActor *self,
ClutterActorAlign y_align);
CLUTTER_EXPORT
ClutterActorAlign clutter_actor_get_y_align (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_margin_top (ClutterActor *self,
gfloat margin);
CLUTTER_EXPORT
gfloat clutter_actor_get_margin_top (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_margin_bottom (ClutterActor *self,
gfloat margin);
CLUTTER_EXPORT
gfloat clutter_actor_get_margin_bottom (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_margin_left (ClutterActor *self,
gfloat margin);
CLUTTER_EXPORT
gfloat clutter_actor_get_margin_left (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_margin_right (ClutterActor *self,
gfloat margin);
CLUTTER_EXPORT
gfloat clutter_actor_get_margin_right (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_margin (ClutterActor *self,
const ClutterMargin *margin);
CLUTTER_EXPORT
void clutter_actor_get_margin (ClutterActor *self,
ClutterMargin *margin);
CLUTTER_EXPORT
void clutter_actor_set_x_expand (ClutterActor *self,
gboolean expand);
CLUTTER_EXPORT
gboolean clutter_actor_get_x_expand (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_y_expand (ClutterActor *self,
gboolean expand);
CLUTTER_EXPORT
gboolean clutter_actor_get_y_expand (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_needs_expand (ClutterActor *self,
ClutterOrientation orientation);
/* Paint */
CLUTTER_EXPORT
void clutter_actor_set_clip (ClutterActor *self,
gfloat xoff,
gfloat yoff,
gfloat width,
gfloat height);
CLUTTER_EXPORT
void clutter_actor_remove_clip (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_has_clip (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_get_clip (ClutterActor *self,
gfloat *xoff,
gfloat *yoff,
gfloat *width,
gfloat *height);
CLUTTER_EXPORT
void clutter_actor_set_clip_to_allocation (ClutterActor *self,
gboolean clip_set);
CLUTTER_EXPORT
gboolean clutter_actor_get_clip_to_allocation (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_opacity (ClutterActor *self,
guint8 opacity);
CLUTTER_EXPORT
guint8 clutter_actor_get_opacity (ClutterActor *self);
CLUTTER_EXPORT
guint8 clutter_actor_get_paint_opacity (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_get_paint_visibility (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_offscreen_redirect (ClutterActor *self,
ClutterOffscreenRedirect redirect);
CLUTTER_EXPORT
ClutterOffscreenRedirect clutter_actor_get_offscreen_redirect (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_should_pick (ClutterActor *self,
ClutterPickContext *pick_context);
CLUTTER_EXPORT
gboolean clutter_actor_is_in_clone_paint (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_get_paint_box (ClutterActor *self,
ClutterActorBox *box);
CLUTTER_EXPORT
float clutter_actor_get_resource_scale (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_has_overlaps (ClutterActor *self);
/* Content */
CLUTTER_EXPORT
void clutter_actor_set_content (ClutterActor *self,
ClutterContent *content);
CLUTTER_EXPORT
ClutterContent * clutter_actor_get_content (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_content_gravity (ClutterActor *self,
ClutterContentGravity gravity);
CLUTTER_EXPORT
ClutterContentGravity clutter_actor_get_content_gravity (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_content_scaling_filters (ClutterActor *self,
ClutterScalingFilter min_filter,
ClutterScalingFilter mag_filter);
CLUTTER_EXPORT
void clutter_actor_get_content_scaling_filters (ClutterActor *self,
ClutterScalingFilter *min_filter,
ClutterScalingFilter *mag_filter);
CLUTTER_EXPORT
void clutter_actor_set_content_repeat (ClutterActor *self,
ClutterContentRepeat repeat);
CLUTTER_EXPORT
ClutterContentRepeat clutter_actor_get_content_repeat (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_get_content_box (ClutterActor *self,
ClutterActorBox *box);
CLUTTER_EXPORT
void clutter_actor_set_background_color (ClutterActor *self,
const ClutterColor *color);
CLUTTER_EXPORT
void clutter_actor_get_background_color (ClutterActor *self,
ClutterColor *color);
CLUTTER_EXPORT
const ClutterPaintVolume * clutter_actor_get_paint_volume (ClutterActor *self);
CLUTTER_EXPORT
const ClutterPaintVolume * clutter_actor_get_transformed_paint_volume (ClutterActor *self,
ClutterActor *relative_to_ancestor);
CLUTTER_EXPORT
const ClutterPaintVolume * clutter_actor_get_default_paint_volume (ClutterActor *self);
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
2008-06-10 17:07:52 +00:00
/* Events */
CLUTTER_EXPORT
void clutter_actor_set_reactive (ClutterActor *actor,
gboolean reactive);
CLUTTER_EXPORT
gboolean clutter_actor_get_reactive (ClutterActor *actor);
CLUTTER_EXPORT
gboolean clutter_actor_has_key_focus (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_grab_key_focus (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_event (ClutterActor *actor,
const ClutterEvent *event,
gboolean capture);
CLUTTER_EXPORT
gboolean clutter_actor_has_pointer (ClutterActor *self);
/* Text */
CLUTTER_EXPORT
PangoContext * clutter_actor_get_pango_context (ClutterActor *self);
CLUTTER_EXPORT
PangoContext * clutter_actor_create_pango_context (ClutterActor *self);
CLUTTER_EXPORT
PangoLayout * clutter_actor_create_pango_layout (ClutterActor *self,
const gchar *text);
CLUTTER_EXPORT
void clutter_actor_set_text_direction (ClutterActor *self,
ClutterTextDirection text_dir);
CLUTTER_EXPORT
ClutterTextDirection clutter_actor_get_text_direction (ClutterActor *self);
/* Actor hierarchy */
CLUTTER_EXPORT
void clutter_actor_add_child (ClutterActor *self,
ClutterActor *child);
CLUTTER_EXPORT
void clutter_actor_insert_child_at_index (ClutterActor *self,
ClutterActor *child,
gint index_);
CLUTTER_EXPORT
void clutter_actor_insert_child_above (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_EXPORT
void clutter_actor_insert_child_below (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_EXPORT
void clutter_actor_replace_child (ClutterActor *self,
ClutterActor *old_child,
ClutterActor *new_child);
CLUTTER_EXPORT
void clutter_actor_remove_child (ClutterActor *self,
ClutterActor *child);
CLUTTER_EXPORT
void clutter_actor_remove_all_children (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_destroy_all_children (ClutterActor *self);
CLUTTER_EXPORT
GList * clutter_actor_get_children (ClutterActor *self);
CLUTTER_EXPORT
gint clutter_actor_get_n_children (ClutterActor *self);
CLUTTER_EXPORT
ClutterActor * clutter_actor_get_child_at_index (ClutterActor *self,
gint index_);
CLUTTER_EXPORT
ClutterActor * clutter_actor_get_previous_sibling (ClutterActor *self);
CLUTTER_EXPORT
ClutterActor * clutter_actor_get_next_sibling (ClutterActor *self);
CLUTTER_EXPORT
ClutterActor * clutter_actor_get_first_child (ClutterActor *self);
CLUTTER_EXPORT
ClutterActor * clutter_actor_get_last_child (ClutterActor *self);
CLUTTER_EXPORT
ClutterActor * clutter_actor_get_parent (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_contains (ClutterActor *self,
ClutterActor *descendant);
CLUTTER_EXPORT
ClutterActor* clutter_actor_get_stage (ClutterActor *actor);
CLUTTER_EXPORT
void clutter_actor_set_child_below_sibling (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_EXPORT
void clutter_actor_set_child_above_sibling (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_EXPORT
void clutter_actor_set_child_at_index (ClutterActor *self,
ClutterActor *child,
gint index_);
CLUTTER_EXPORT
void clutter_actor_iter_init (ClutterActorIter *iter,
ClutterActor *root);
CLUTTER_EXPORT
gboolean clutter_actor_iter_next (ClutterActorIter *iter,
ClutterActor **child);
CLUTTER_EXPORT
gboolean clutter_actor_iter_prev (ClutterActorIter *iter,
ClutterActor **child);
CLUTTER_EXPORT
void clutter_actor_iter_remove (ClutterActorIter *iter);
CLUTTER_EXPORT
void clutter_actor_iter_destroy (ClutterActorIter *iter);
CLUTTER_EXPORT
gboolean clutter_actor_iter_is_valid (const ClutterActorIter *iter);
/* Transformations */
CLUTTER_EXPORT
gboolean clutter_actor_is_rotated (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_is_scaled (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_pivot_point (ClutterActor *self,
gfloat pivot_x,
gfloat pivot_y);
CLUTTER_EXPORT
void clutter_actor_get_pivot_point (ClutterActor *self,
gfloat *pivot_x,
gfloat *pivot_y);
CLUTTER_EXPORT
void clutter_actor_set_pivot_point_z (ClutterActor *self,
gfloat pivot_z);
CLUTTER_EXPORT
gfloat clutter_actor_get_pivot_point_z (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_rotation_angle (ClutterActor *self,
ClutterRotateAxis axis,
gdouble angle);
CLUTTER_EXPORT
gdouble clutter_actor_get_rotation_angle (ClutterActor *self,
ClutterRotateAxis axis);
CLUTTER_EXPORT
void clutter_actor_set_scale (ClutterActor *self,
gdouble scale_x,
gdouble scale_y);
CLUTTER_EXPORT
void clutter_actor_get_scale (ClutterActor *self,
gdouble *scale_x,
gdouble *scale_y);
CLUTTER_EXPORT
void clutter_actor_set_scale_z (ClutterActor *self,
gdouble scale_z);
CLUTTER_EXPORT
gdouble clutter_actor_get_scale_z (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_translation (ClutterActor *self,
gfloat translate_x,
gfloat translate_y,
gfloat translate_z);
CLUTTER_EXPORT
void clutter_actor_get_translation (ClutterActor *self,
gfloat *translate_x,
gfloat *translate_y,
gfloat *translate_z);
CLUTTER_EXPORT
void clutter_actor_set_transform (ClutterActor *self,
const graphene_matrix_t *transform);
CLUTTER_EXPORT
void clutter_actor_get_transform (ClutterActor *self,
graphene_matrix_t *transform);
CLUTTER_EXPORT
void clutter_actor_set_child_transform (ClutterActor *self,
const graphene_matrix_t *transform);
CLUTTER_EXPORT
void clutter_actor_get_child_transform (ClutterActor *self,
graphene_matrix_t *transform);
CLUTTER_EXPORT
void clutter_actor_get_transformed_extents (ClutterActor *self,
graphene_rect_t *rect);
CLUTTER_EXPORT
void clutter_actor_get_transformed_position (ClutterActor *self,
gfloat *x,
gfloat *y);
CLUTTER_EXPORT
void clutter_actor_get_transformed_size (ClutterActor *self,
gfloat *width,
gfloat *height);
CLUTTER_EXPORT
gboolean clutter_actor_transform_stage_point (ClutterActor *self,
gfloat x,
gfloat y,
gfloat *x_out,
gfloat *y_out);
CLUTTER_EXPORT
void clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
graphene_point3d_t *verts);
CLUTTER_EXPORT
void clutter_actor_apply_transform_to_point (ClutterActor *self,
const graphene_point3d_t *point,
graphene_point3d_t *vertex);
CLUTTER_EXPORT
void clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
ClutterActor *ancestor,
const graphene_point3d_t *point,
graphene_point3d_t *vertex);
actor: Implement implicit animatable properties Clutter is meant to be, and I quote from the README, a toolkit: for creating fast, compelling, portable, and dynamic graphical user interfaces and yet the default mode of operation for setting an actor's state on the scene graph (position, size, opacity, rotation, scaling, depth, etc.) is *not* dynamic. We assume a static UI, and then animate it. This is the wrong way to design an API for a toolkit meant to be used to create animated user interfaces. The default mode of operation should be to implicitly animate every state transition, and only allow skipping the animation if the user consciously decides to do so — i.e. the design tenet of the API should be to make The Right Thing™ by default, and make it really hard (or even impossible) to do The Wrong Thing™. So we should identify "animatable" properties, i.e. those properties that should be implicitly animated by ClutterActor, and use the animation framework we provide to tween the transitions between the current state and the desired state; the implicit animation should happen when setting these properties using the public accessors, and not through some added functionality. For instance, the following: clutter_actor_set_position (actor, newX, newY); should not make the actor jump to the (newX, newY) point; it should tween the actor's position between the current point and the desired point. Since we have to maintain backward compatibility with existing applications, we still need to mark the transitions explicitly, but we can be smart about it, and treat transition states as a stack that can be pushed and popped, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_restore_easing_state (actor); And we can even start stacking animations, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_set_depth (actor, newDepth); clutter_actor_restore_easing_state (actor); clutter_actor_restore_easing_state (actor); And so on, and so forth. The implementation takes advantage of the newly added Transition API, which uses only ClutterTimeline sub-classes and ClutterInterval, to cut down the amount of signal emissions and memory management of object instances; as well of using the ClutterAnimatable interface for custom properties and interpolation of values.
2012-03-15 11:09:11 +00:00
/* Implicit animations */
CLUTTER_EXPORT
actor: Implement implicit animatable properties Clutter is meant to be, and I quote from the README, a toolkit: for creating fast, compelling, portable, and dynamic graphical user interfaces and yet the default mode of operation for setting an actor's state on the scene graph (position, size, opacity, rotation, scaling, depth, etc.) is *not* dynamic. We assume a static UI, and then animate it. This is the wrong way to design an API for a toolkit meant to be used to create animated user interfaces. The default mode of operation should be to implicitly animate every state transition, and only allow skipping the animation if the user consciously decides to do so — i.e. the design tenet of the API should be to make The Right Thing™ by default, and make it really hard (or even impossible) to do The Wrong Thing™. So we should identify "animatable" properties, i.e. those properties that should be implicitly animated by ClutterActor, and use the animation framework we provide to tween the transitions between the current state and the desired state; the implicit animation should happen when setting these properties using the public accessors, and not through some added functionality. For instance, the following: clutter_actor_set_position (actor, newX, newY); should not make the actor jump to the (newX, newY) point; it should tween the actor's position between the current point and the desired point. Since we have to maintain backward compatibility with existing applications, we still need to mark the transitions explicitly, but we can be smart about it, and treat transition states as a stack that can be pushed and popped, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_restore_easing_state (actor); And we can even start stacking animations, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_set_depth (actor, newDepth); clutter_actor_restore_easing_state (actor); clutter_actor_restore_easing_state (actor); And so on, and so forth. The implementation takes advantage of the newly added Transition API, which uses only ClutterTimeline sub-classes and ClutterInterval, to cut down the amount of signal emissions and memory management of object instances; as well of using the ClutterAnimatable interface for custom properties and interpolation of values.
2012-03-15 11:09:11 +00:00
void clutter_actor_save_easing_state (ClutterActor *self);
CLUTTER_EXPORT
actor: Implement implicit animatable properties Clutter is meant to be, and I quote from the README, a toolkit: for creating fast, compelling, portable, and dynamic graphical user interfaces and yet the default mode of operation for setting an actor's state on the scene graph (position, size, opacity, rotation, scaling, depth, etc.) is *not* dynamic. We assume a static UI, and then animate it. This is the wrong way to design an API for a toolkit meant to be used to create animated user interfaces. The default mode of operation should be to implicitly animate every state transition, and only allow skipping the animation if the user consciously decides to do so — i.e. the design tenet of the API should be to make The Right Thing™ by default, and make it really hard (or even impossible) to do The Wrong Thing™. So we should identify "animatable" properties, i.e. those properties that should be implicitly animated by ClutterActor, and use the animation framework we provide to tween the transitions between the current state and the desired state; the implicit animation should happen when setting these properties using the public accessors, and not through some added functionality. For instance, the following: clutter_actor_set_position (actor, newX, newY); should not make the actor jump to the (newX, newY) point; it should tween the actor's position between the current point and the desired point. Since we have to maintain backward compatibility with existing applications, we still need to mark the transitions explicitly, but we can be smart about it, and treat transition states as a stack that can be pushed and popped, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_restore_easing_state (actor); And we can even start stacking animations, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_set_depth (actor, newDepth); clutter_actor_restore_easing_state (actor); clutter_actor_restore_easing_state (actor); And so on, and so forth. The implementation takes advantage of the newly added Transition API, which uses only ClutterTimeline sub-classes and ClutterInterval, to cut down the amount of signal emissions and memory management of object instances; as well of using the ClutterAnimatable interface for custom properties and interpolation of values.
2012-03-15 11:09:11 +00:00
void clutter_actor_restore_easing_state (ClutterActor *self);
CLUTTER_EXPORT
actor: Implement implicit animatable properties Clutter is meant to be, and I quote from the README, a toolkit: for creating fast, compelling, portable, and dynamic graphical user interfaces and yet the default mode of operation for setting an actor's state on the scene graph (position, size, opacity, rotation, scaling, depth, etc.) is *not* dynamic. We assume a static UI, and then animate it. This is the wrong way to design an API for a toolkit meant to be used to create animated user interfaces. The default mode of operation should be to implicitly animate every state transition, and only allow skipping the animation if the user consciously decides to do so — i.e. the design tenet of the API should be to make The Right Thing™ by default, and make it really hard (or even impossible) to do The Wrong Thing™. So we should identify "animatable" properties, i.e. those properties that should be implicitly animated by ClutterActor, and use the animation framework we provide to tween the transitions between the current state and the desired state; the implicit animation should happen when setting these properties using the public accessors, and not through some added functionality. For instance, the following: clutter_actor_set_position (actor, newX, newY); should not make the actor jump to the (newX, newY) point; it should tween the actor's position between the current point and the desired point. Since we have to maintain backward compatibility with existing applications, we still need to mark the transitions explicitly, but we can be smart about it, and treat transition states as a stack that can be pushed and popped, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_restore_easing_state (actor); And we can even start stacking animations, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_set_depth (actor, newDepth); clutter_actor_restore_easing_state (actor); clutter_actor_restore_easing_state (actor); And so on, and so forth. The implementation takes advantage of the newly added Transition API, which uses only ClutterTimeline sub-classes and ClutterInterval, to cut down the amount of signal emissions and memory management of object instances; as well of using the ClutterAnimatable interface for custom properties and interpolation of values.
2012-03-15 11:09:11 +00:00
void clutter_actor_set_easing_mode (ClutterActor *self,
ClutterAnimationMode mode);
CLUTTER_EXPORT
actor: Implement implicit animatable properties Clutter is meant to be, and I quote from the README, a toolkit: for creating fast, compelling, portable, and dynamic graphical user interfaces and yet the default mode of operation for setting an actor's state on the scene graph (position, size, opacity, rotation, scaling, depth, etc.) is *not* dynamic. We assume a static UI, and then animate it. This is the wrong way to design an API for a toolkit meant to be used to create animated user interfaces. The default mode of operation should be to implicitly animate every state transition, and only allow skipping the animation if the user consciously decides to do so — i.e. the design tenet of the API should be to make The Right Thing™ by default, and make it really hard (or even impossible) to do The Wrong Thing™. So we should identify "animatable" properties, i.e. those properties that should be implicitly animated by ClutterActor, and use the animation framework we provide to tween the transitions between the current state and the desired state; the implicit animation should happen when setting these properties using the public accessors, and not through some added functionality. For instance, the following: clutter_actor_set_position (actor, newX, newY); should not make the actor jump to the (newX, newY) point; it should tween the actor's position between the current point and the desired point. Since we have to maintain backward compatibility with existing applications, we still need to mark the transitions explicitly, but we can be smart about it, and treat transition states as a stack that can be pushed and popped, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_restore_easing_state (actor); And we can even start stacking animations, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_set_depth (actor, newDepth); clutter_actor_restore_easing_state (actor); clutter_actor_restore_easing_state (actor); And so on, and so forth. The implementation takes advantage of the newly added Transition API, which uses only ClutterTimeline sub-classes and ClutterInterval, to cut down the amount of signal emissions and memory management of object instances; as well of using the ClutterAnimatable interface for custom properties and interpolation of values.
2012-03-15 11:09:11 +00:00
ClutterAnimationMode clutter_actor_get_easing_mode (ClutterActor *self);
CLUTTER_EXPORT
actor: Implement implicit animatable properties Clutter is meant to be, and I quote from the README, a toolkit: for creating fast, compelling, portable, and dynamic graphical user interfaces and yet the default mode of operation for setting an actor's state on the scene graph (position, size, opacity, rotation, scaling, depth, etc.) is *not* dynamic. We assume a static UI, and then animate it. This is the wrong way to design an API for a toolkit meant to be used to create animated user interfaces. The default mode of operation should be to implicitly animate every state transition, and only allow skipping the animation if the user consciously decides to do so — i.e. the design tenet of the API should be to make The Right Thing™ by default, and make it really hard (or even impossible) to do The Wrong Thing™. So we should identify "animatable" properties, i.e. those properties that should be implicitly animated by ClutterActor, and use the animation framework we provide to tween the transitions between the current state and the desired state; the implicit animation should happen when setting these properties using the public accessors, and not through some added functionality. For instance, the following: clutter_actor_set_position (actor, newX, newY); should not make the actor jump to the (newX, newY) point; it should tween the actor's position between the current point and the desired point. Since we have to maintain backward compatibility with existing applications, we still need to mark the transitions explicitly, but we can be smart about it, and treat transition states as a stack that can be pushed and popped, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_restore_easing_state (actor); And we can even start stacking animations, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_set_depth (actor, newDepth); clutter_actor_restore_easing_state (actor); clutter_actor_restore_easing_state (actor); And so on, and so forth. The implementation takes advantage of the newly added Transition API, which uses only ClutterTimeline sub-classes and ClutterInterval, to cut down the amount of signal emissions and memory management of object instances; as well of using the ClutterAnimatable interface for custom properties and interpolation of values.
2012-03-15 11:09:11 +00:00
void clutter_actor_set_easing_duration (ClutterActor *self,
guint msecs);
CLUTTER_EXPORT
actor: Implement implicit animatable properties Clutter is meant to be, and I quote from the README, a toolkit: for creating fast, compelling, portable, and dynamic graphical user interfaces and yet the default mode of operation for setting an actor's state on the scene graph (position, size, opacity, rotation, scaling, depth, etc.) is *not* dynamic. We assume a static UI, and then animate it. This is the wrong way to design an API for a toolkit meant to be used to create animated user interfaces. The default mode of operation should be to implicitly animate every state transition, and only allow skipping the animation if the user consciously decides to do so — i.e. the design tenet of the API should be to make The Right Thing™ by default, and make it really hard (or even impossible) to do The Wrong Thing™. So we should identify "animatable" properties, i.e. those properties that should be implicitly animated by ClutterActor, and use the animation framework we provide to tween the transitions between the current state and the desired state; the implicit animation should happen when setting these properties using the public accessors, and not through some added functionality. For instance, the following: clutter_actor_set_position (actor, newX, newY); should not make the actor jump to the (newX, newY) point; it should tween the actor's position between the current point and the desired point. Since we have to maintain backward compatibility with existing applications, we still need to mark the transitions explicitly, but we can be smart about it, and treat transition states as a stack that can be pushed and popped, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_restore_easing_state (actor); And we can even start stacking animations, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_set_depth (actor, newDepth); clutter_actor_restore_easing_state (actor); clutter_actor_restore_easing_state (actor); And so on, and so forth. The implementation takes advantage of the newly added Transition API, which uses only ClutterTimeline sub-classes and ClutterInterval, to cut down the amount of signal emissions and memory management of object instances; as well of using the ClutterAnimatable interface for custom properties and interpolation of values.
2012-03-15 11:09:11 +00:00
guint clutter_actor_get_easing_duration (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_easing_delay (ClutterActor *self,
guint msecs);
CLUTTER_EXPORT
guint clutter_actor_get_easing_delay (ClutterActor *self);
CLUTTER_EXPORT
actor: Implement implicit animatable properties Clutter is meant to be, and I quote from the README, a toolkit: for creating fast, compelling, portable, and dynamic graphical user interfaces and yet the default mode of operation for setting an actor's state on the scene graph (position, size, opacity, rotation, scaling, depth, etc.) is *not* dynamic. We assume a static UI, and then animate it. This is the wrong way to design an API for a toolkit meant to be used to create animated user interfaces. The default mode of operation should be to implicitly animate every state transition, and only allow skipping the animation if the user consciously decides to do so — i.e. the design tenet of the API should be to make The Right Thing™ by default, and make it really hard (or even impossible) to do The Wrong Thing™. So we should identify "animatable" properties, i.e. those properties that should be implicitly animated by ClutterActor, and use the animation framework we provide to tween the transitions between the current state and the desired state; the implicit animation should happen when setting these properties using the public accessors, and not through some added functionality. For instance, the following: clutter_actor_set_position (actor, newX, newY); should not make the actor jump to the (newX, newY) point; it should tween the actor's position between the current point and the desired point. Since we have to maintain backward compatibility with existing applications, we still need to mark the transitions explicitly, but we can be smart about it, and treat transition states as a stack that can be pushed and popped, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_restore_easing_state (actor); And we can even start stacking animations, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_set_depth (actor, newDepth); clutter_actor_restore_easing_state (actor); clutter_actor_restore_easing_state (actor); And so on, and so forth. The implementation takes advantage of the newly added Transition API, which uses only ClutterTimeline sub-classes and ClutterInterval, to cut down the amount of signal emissions and memory management of object instances; as well of using the ClutterAnimatable interface for custom properties and interpolation of values.
2012-03-15 11:09:11 +00:00
ClutterTransition * clutter_actor_get_transition (ClutterActor *self,
const char *name);
CLUTTER_EXPORT
void clutter_actor_add_transition (ClutterActor *self,
const char *name,
ClutterTransition *transition);
CLUTTER_EXPORT
void clutter_actor_remove_transition (ClutterActor *self,
const char *name);
CLUTTER_EXPORT
void clutter_actor_remove_all_transitions (ClutterActor *self);
actor: Implement implicit animatable properties Clutter is meant to be, and I quote from the README, a toolkit: for creating fast, compelling, portable, and dynamic graphical user interfaces and yet the default mode of operation for setting an actor's state on the scene graph (position, size, opacity, rotation, scaling, depth, etc.) is *not* dynamic. We assume a static UI, and then animate it. This is the wrong way to design an API for a toolkit meant to be used to create animated user interfaces. The default mode of operation should be to implicitly animate every state transition, and only allow skipping the animation if the user consciously decides to do so — i.e. the design tenet of the API should be to make The Right Thing™ by default, and make it really hard (or even impossible) to do The Wrong Thing™. So we should identify "animatable" properties, i.e. those properties that should be implicitly animated by ClutterActor, and use the animation framework we provide to tween the transitions between the current state and the desired state; the implicit animation should happen when setting these properties using the public accessors, and not through some added functionality. For instance, the following: clutter_actor_set_position (actor, newX, newY); should not make the actor jump to the (newX, newY) point; it should tween the actor's position between the current point and the desired point. Since we have to maintain backward compatibility with existing applications, we still need to mark the transitions explicitly, but we can be smart about it, and treat transition states as a stack that can be pushed and popped, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_restore_easing_state (actor); And we can even start stacking animations, e.g.: clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_position (actor, newX, newY); clutter_actor_save_easing_state (actor); clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_easing_mode (actor, CLUTTER_LINEAR); clutter_actor_set_opacity (actor, newOpacity); clutter_actor_set_depth (actor, newDepth); clutter_actor_restore_easing_state (actor); clutter_actor_restore_easing_state (actor); And so on, and so forth. The implementation takes advantage of the newly added Transition API, which uses only ClutterTimeline sub-classes and ClutterInterval, to cut down the amount of signal emissions and memory management of object instances; as well of using the ClutterAnimatable interface for custom properties and interpolation of values.
2012-03-15 11:09:11 +00:00
CLUTTER_EXPORT
gboolean clutter_actor_has_mapped_clones (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_opacity_override (ClutterActor *self,
gint opacity);
CLUTTER_EXPORT
gint clutter_actor_get_opacity_override (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_inhibit_culling (ClutterActor *actor);
CLUTTER_EXPORT
void clutter_actor_uninhibit_culling (ClutterActor *actor);
/**
* ClutterActorCreateChildFunc:
* @item: (type GObject): the item in the model
* @user_data: Data passed to clutter_actor_bind_model()
*
* Creates a #ClutterActor using the @item in the model.
*
* The usual way to implement this function is to create a #ClutterActor
* instance and then bind the #GObject properties to the actor properties
* of interest, using g_object_bind_property(). This way, when the @item
* in the #GListModel changes, the #ClutterActor changes as well.
*
* Returns: (transfer full): The newly created child #ClutterActor
*
* Since: 1.24
*/
typedef ClutterActor * (* ClutterActorCreateChildFunc) (gpointer item,
gpointer user_data);
CLUTTER_EXPORT
void clutter_actor_bind_model (ClutterActor *self,
GListModel *model,
ClutterActorCreateChildFunc create_child_func,
gpointer user_data,
GDestroyNotify notify);
CLUTTER_EXPORT
void clutter_actor_bind_model_with_properties (ClutterActor *self,
GListModel *model,
GType child_type,
const char *first_model_property,
...);
clutter: Introduce geometric picking Currently, Clutter does picking by drawing with Cogl and reading the pixel that's beneath the given point. Since Cogl has a journal that records drawing operations, and has optimizations to read a single pixel from a list of rectangle, it would be expected that we would hit this fast path and not flush the journal while picking. However, that's not the case: dithering, clipping with scissors, etc, can all flush the journal, issuing commands to the GPU and making picking slow. On NVidia-based systems, this glReadPixels() call is extremely costly. Introduce geometric picking, and avoid using the Cogl journal entirely. Do this by introducing a stack of actors in ClutterStage. This stack is cached, but for now, don't use the cache as much as possible. The picking routines are still tied to painting. When projecting the actor vertexes, do it manually and take the modelview matrix of the framebuffer into account as well. CPU usage on an Intel i7-7700, tested with two different GPUs/drivers: | | Intel | Nvidia | | ------: | --------: | -----: | | Moving the mouse: | | Before | 10% | 10% | | After | 6% | 6% | | Moving a window: | | Before | 23% | 81% | | After | 19% | 40% | Closes: https://gitlab.gnome.org/GNOME/mutter/issues/154, https://gitlab.gnome.org/GNOME/mutter/issues/691 Helps significantly with: https://gitlab.gnome.org/GNOME/mutter/issues/283, https://gitlab.gnome.org/GNOME/mutter/issues/590, https://gitlab.gnome.org/GNOME/mutter/issues/700 v2: Fix code style issues Simplify quadrilateral checks Remove the 0.5f hack Differentiate axis-aligned rectangles https://gitlab.gnome.org/GNOME/mutter/merge_requests/189
2018-08-02 11:03:30 +00:00
CLUTTER_EXPORT
void clutter_actor_pick_box (ClutterActor *self,
ClutterPickContext *pick_context,
clutter: Introduce geometric picking Currently, Clutter does picking by drawing with Cogl and reading the pixel that's beneath the given point. Since Cogl has a journal that records drawing operations, and has optimizations to read a single pixel from a list of rectangle, it would be expected that we would hit this fast path and not flush the journal while picking. However, that's not the case: dithering, clipping with scissors, etc, can all flush the journal, issuing commands to the GPU and making picking slow. On NVidia-based systems, this glReadPixels() call is extremely costly. Introduce geometric picking, and avoid using the Cogl journal entirely. Do this by introducing a stack of actors in ClutterStage. This stack is cached, but for now, don't use the cache as much as possible. The picking routines are still tied to painting. When projecting the actor vertexes, do it manually and take the modelview matrix of the framebuffer into account as well. CPU usage on an Intel i7-7700, tested with two different GPUs/drivers: | | Intel | Nvidia | | ------: | --------: | -----: | | Moving the mouse: | | Before | 10% | 10% | | After | 6% | 6% | | Moving a window: | | Before | 23% | 81% | | After | 19% | 40% | Closes: https://gitlab.gnome.org/GNOME/mutter/issues/154, https://gitlab.gnome.org/GNOME/mutter/issues/691 Helps significantly with: https://gitlab.gnome.org/GNOME/mutter/issues/283, https://gitlab.gnome.org/GNOME/mutter/issues/590, https://gitlab.gnome.org/GNOME/mutter/issues/700 v2: Fix code style issues Simplify quadrilateral checks Remove the 0.5f hack Differentiate axis-aligned rectangles https://gitlab.gnome.org/GNOME/mutter/merge_requests/189
2018-08-02 11:03:30 +00:00
const ClutterActorBox *box);
clutter/actor: Add API to get the stage-views an actor is painted on There are certain rendering techniques and optimizations, for example the unredirection of non-fullscreen windows, where information about the output/stage-view an actor is on is needed to determine whether the optimization can be enabled. So add a new method to ClutterActor that allows listing the stage-views the actor is being painted on: clutter_actor_peek_stage_views() With the way Clutter works, the only point where we can reliably get this information is during or right before the paint phase, when the layout phase of the stage has been completed and no more changes to the actors transformation matrices happen. So to get the stage views the actor is on, introduce a new step that's done on every master clock tick between layout and paint cycle: Traversing through the actor tree and updating the stage-views the mapped actors are going to be painted on. We're doing this in a separate step instead of inside clutter_actor_paint() itself for a few reasons: It keeps the code separate from the painting code, making profiling easier and issues easier to track down (hopefully), it allows for a new "stage-views-changed" signal that doesn't interfere with painting, and finally, it will make it very easy to update the resource scales in the same step in the future. Currently, this list is only invalidated on allocation changes of actors, but not on changes to the transformation matrices. That's because there's no proper API to invalidate the transformation matrices ClutterActor implementations can apply through the apply_transform() vfunc. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1196
2020-04-09 22:34:49 +00:00
CLUTTER_EXPORT
GList * clutter_actor_peek_stage_views (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_invalidate_transform (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_invalidate_paint_volume (ClutterActor *self);
G_END_DECLS
#endif /* __CLUTTER_ACTOR_H__ */