2006-05-29 08:59:36 +00:00
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/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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2010-03-01 12:56:10 +00:00
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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2006-05-29 08:59:36 +00:00
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*/
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2010-03-01 11:12:16 +00:00
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#ifndef __CLUTTER_PRIVATE_H__
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#define __CLUTTER_PRIVATE_H__
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2006-05-29 08:59:36 +00:00
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#include <glib.h>
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2010-06-03 11:56:17 +00:00
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#include <glib/gi18n-lib.h>
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2011-05-16 15:04:27 +00:00
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#include <cogl-pango/cogl-pango.h>
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2008-12-22 13:24:52 +00:00
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2007-03-22 18:21:59 +00:00
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#include "clutter-backend.h"
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2010-04-08 09:55:15 +00:00
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#include "clutter-effect.h"
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2008-04-04 15:02:11 +00:00
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#include "clutter-event.h"
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2007-05-16 09:08:30 +00:00
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#include "clutter-feature.h"
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2008-03-07 17:34:40 +00:00
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#include "clutter-id-pool.h"
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2010-06-07 20:34:36 +00:00
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#include "clutter-layout-manager.h"
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2009-05-07 18:07:21 +00:00
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#include "clutter-master-clock.h"
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2010-06-21 14:42:20 +00:00
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#include "clutter-settings.h"
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2011-11-14 15:43:20 +00:00
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#include "clutter-stage-manager.h"
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2008-04-04 15:02:11 +00:00
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#include "clutter-stage.h"
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2007-03-22 18:21:59 +00:00
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2006-07-06 Emmanuele Bassi <ebassi@openedhand.com>
Big rework of the actor management semantics: now ClutterActor
objects behave like GtkObjects - that is they have an initial
"floating" reference that gets "sunk" when they are added to
a ClutterGroup. This makes a group responsible of de-allocating
each actor inside it, so you just have to destroy the group to
get every child actor destroyed. Also, now you can do:
clutter_group_add (group, clutter_video_texture_new ());
without having to care about reference counting and explicit
unreffing.
* clutter/clutter-private.h: Add private flags setter and
getter macros.
* clutter/clutter-actor.h:
* clutter/clutter-actor.c: Clean up; inherit from GInitiallyUnowned;
add a "visible" property; add the "destroy", "show" and "hide"
signals to ClutterActorClass.
(clutter_actor_show), (clutter_actor_hide): Refactor a bit; emit
the "show" and "hide" signals.
(clutter_actor_set_property), (clutter_actor_get_property),
(clutter_actor_class_init): Implement the "visible" property; add
signals.
(clutter_actor_finalize): Do not leak the actor's name, if it is
set.
(clutter_actor_dispose): Emit the "destroy" signal here.
(clutter_actor_init): Sink the initial floating flag if needed.
(clutter_actor_destroy): Add a function to explicitely destroy
a ClutterActor.
(clutter_actor_set_parent), (clutter_actor_get_parent),
(clutter_actor_unparent): Make set_parent require a valid parent;
add unparent; check on get_parent; ref_sink the actor when
setting its parent and unref it when unsetting it. Probably we'll
need a function that does reparenting as unparent+set_parent in
a single shot.
* clutter/clutter-group.h:
* clutter/clutter-group.c (clutter_group_dispose),
(clutter_group_finalize), (clutter_group_add),
(clutter_group_remove): Make the group destroy its children when
disposing it; clean up, and use the newly-available
clutter_actor_unparent().
* clutter/clutter-stage.h:
* clutter/clutter-stage.c (clutter_stage_init): ClutterStage is
a top-level actor; clean up.
* clutter/clutter-video-texture.h:
* clutter/clutter-video-texture.c: Clean up.
* examples/super-oh.c:
* examples/test.c:
* examples/video-player.c:
* examples/test-text.c:
* examples/video-cube.c: Remove the g_object_unref() call, as the
ClutterStage object is destroyed on clutter_main_quit().
2006-07-06 17:52:57 +00:00
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G_BEGIN_DECLS
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2009-11-23 16:07:16 +00:00
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typedef struct _ClutterMainContext ClutterMainContext;
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2012-09-03 19:54:43 +00:00
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typedef struct _ClutterVertex4 ClutterVertex4;
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2009-11-20 15:35:40 +00:00
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2010-10-08 14:21:57 +00:00
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#define CLUTTER_REGISTER_VALUE_TRANSFORM_TO(TYPE_TO,func) { \
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g_value_register_transform_func (g_define_type_id, TYPE_TO, func); \
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}
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#define CLUTTER_REGISTER_VALUE_TRANSFORM_FROM(TYPE_FROM,func) { \
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g_value_register_transform_func (TYPE_FROM, g_define_type_id, func); \
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}
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#define CLUTTER_REGISTER_INTERVAL_PROGRESS(func) { \
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clutter_interval_register_progress_func (g_define_type_id, func); \
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}
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2010-07-21 15:10:46 +00:00
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#define CLUTTER_PRIVATE_FLAGS(a) (((ClutterActor *) (a))->private_flags)
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#define CLUTTER_SET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) |= (f))
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#define CLUTTER_UNSET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) &= ~(f))
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#define CLUTTER_ACTOR_IS_TOPLEVEL(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IS_TOPLEVEL) != FALSE)
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#define CLUTTER_ACTOR_IS_INTERNAL_CHILD(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_INTERNAL_CHILD) != FALSE)
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#define CLUTTER_ACTOR_IN_DESTRUCTION(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_DESTRUCTION) != FALSE)
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#define CLUTTER_ACTOR_IN_REPARENT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_REPARENT) != FALSE)
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#define CLUTTER_ACTOR_IN_PAINT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_PAINT) != FALSE)
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#define CLUTTER_ACTOR_IN_RELAYOUT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_RELAYOUT) != FALSE)
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#define CLUTTER_STAGE_IN_RESIZE(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_RESIZE) != FALSE)
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2011-02-18 16:53:58 +00:00
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#define CLUTTER_PARAM_READABLE (G_PARAM_READABLE | G_PARAM_STATIC_STRINGS)
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#define CLUTTER_PARAM_WRITABLE (G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS)
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#define CLUTTER_PARAM_READWRITE (G_PARAM_READABLE | G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS)
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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
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#define CLUTTER_PARAM_ANIMATABLE (1 << G_PARAM_USER_SHIFT)
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2011-02-18 16:53:58 +00:00
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/* automagic interning of a static string */
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#define I_(str) (g_intern_static_string ((str)))
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/* mark all properties under the "Property" context */
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#ifdef ENABLE_NLS
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#define P_(String) (_clutter_gettext ((String)))
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#else
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#define P_(String) (String)
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#endif
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2011-07-12 00:02:43 +00:00
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/* This is a replacement for the nearbyint function which always rounds to the
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* nearest integer. nearbyint is apparently a C99 function so it might not
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* always be available but also it seems in glibc it is defined as a function
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* call so this macro could end up faster anyway. We can't just add 0.5f
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* because it will break for negative numbers. */
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#define CLUTTER_NEARBYINT(x) ((int) ((x) < 0.0f ? (x) - 0.5f : (x) + 0.5f))
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2007-08-13 20:48:01 +00:00
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typedef enum {
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2010-07-21 15:10:46 +00:00
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CLUTTER_ACTOR_UNUSED_FLAG = 0,
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2007-08-13 20:48:01 +00:00
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2010-07-21 15:10:46 +00:00
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CLUTTER_IN_DESTRUCTION = 1 << 0,
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CLUTTER_IS_TOPLEVEL = 1 << 1,
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CLUTTER_IN_REPARENT = 1 << 2,
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actor: Add internal child flag
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
2009-12-18 23:20:04 +00:00
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/* Used to avoid recursion */
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2010-09-07 12:10:55 +00:00
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CLUTTER_IN_PAINT = 1 << 3,
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actor: Add internal child flag
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
2009-12-18 23:20:04 +00:00
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/* Used to avoid recursion */
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2010-09-07 12:10:55 +00:00
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CLUTTER_IN_RELAYOUT = 1 << 4,
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actor: Add internal child flag
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
2009-12-18 23:20:04 +00:00
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/* Used by the stage if resizing is an asynchronous operation (like on
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* X11) to delay queueing relayouts until we got a notification from the
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* event handling
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*/
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2010-09-07 12:10:55 +00:00
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CLUTTER_IN_RESIZE = 1 << 5,
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actor: Add internal child flag
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
2009-12-18 23:20:04 +00:00
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/* a flag for internal children of Containers */
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2010-09-07 12:10:55 +00:00
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CLUTTER_INTERNAL_CHILD = 1 << 6
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2007-08-13 20:48:01 +00:00
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} ClutterPrivateFlags;
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2011-02-09 12:55:25 +00:00
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/*
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* ClutterMainContext:
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*
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* The shared state of Clutter
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*/
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2006-06-05 Emmanuele Bassi <ebassi@openedhand.com>
* clutter-color.h:
* clutter-color.c: Reimplement ClutterColor as a boxed type;
add convenience API for color handling, like: add, subtract,
shade, HSL color-space conversion, packing and unpacking.
* clutter-private.h: Update ClutterMainContext, and export the
main context pointer here.
* clutter-rectangle.h:
* clutter-rectangle.c: Update the color-related code; make
clutter_rectangle_new() and empty constructor and provide
clutter_rectangle_new_with_color(); provide color setter
and getter API.
* clutter-label.h:
* clutter-label.c: Rename the "font" property to "font-name";
update the color-related code to the new ClutterColor object;
rename clutter_label_new() to clutter_label_new_with_text(),
and add setters and getters for the properties.
* clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers
generators.
* clutter-stage.h:
* clutter-stage.c: Rework the API: provide a default constructor
for a singleton object, named clutter_stage_get_default(), which
supercedes the clutter_stage() function in clutter-main; provide
new events: button-press-event, button-release-event,
key-press-event and key-release-event; update the color-related
code;
(clutter_stage_snapshot): Allow negative width and height when
taking a snapshot (meaning: use full width/height).
(clutter_stage_get_element_at_pos): Rename clutter_stage_pick().
* clutter-element.c (clutter_element_paint): Clean up the
stage and color related code.
* clutter-event.h:
* clutter-event.c: Add generic ClutterAnyEvent type; add
clutter_event_new(), clutter_event_copy() and clutter_event_free();
make ClutterEvent a boxed type.
* clutter-main.h:
* clutter-main.c: Remove clutter_stage(); add clutter_main_quit(),
for cleanly quitting from clutter_main(); add multiple mainloops
support; allocate the ClutterCntx instead of adding it to the
stack; re-work the ClutterEvent dispatching.
* clutter-group.c (clutter_group_add), (clutter_group_remove): Keep
a reference on the element when added to a ClutterGroup.
* examples/rects.py
* examples/test.c:
* examples/test-text.c:
* examples/video-cube.c:
* examples/super-oh.c:
* examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
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struct _ClutterMainContext
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2006-05-29 08:59:36 +00:00
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{
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2011-02-09 12:55:25 +00:00
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/* the main windowing system backend */
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ClutterBackend *backend;
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2008-09-23 07:03:35 +00:00
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2011-11-14 15:43:20 +00:00
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/* the object holding all the stage instances */
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ClutterStageManager *stage_manager;
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2011-11-14 17:04:14 +00:00
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/* the clock driving all the frame operations */
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ClutterMasterClock *master_clock;
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2011-02-09 12:55:25 +00:00
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/* the main event queue */
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GQueue *events_queue;
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2008-09-23 07:03:35 +00:00
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2013-08-29 16:10:56 +00:00
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/* the event filters added via clutter_event_add_filter. these are
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* ordered from least recently added to most recently added */
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GList *event_filters;
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2011-02-09 12:55:25 +00:00
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ClutterPickMode pick_mode;
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2008-03-28 22:50:55 +00:00
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2011-02-09 12:55:25 +00:00
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/* mapping between reused integer ids and actors */
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ClutterIDPool *id_pool;
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2007-10-08 16:18:33 +00:00
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2011-02-09 12:55:25 +00:00
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/* default FPS; this is only used if we cannot sync to vblank */
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guint frame_rate;
|
2007-11-15 17:08:48 +00:00
|
|
|
|
2011-02-09 12:55:25 +00:00
|
|
|
/* actors with a grab on all devices */
|
|
|
|
ClutterActor *pointer_grab_actor;
|
|
|
|
ClutterActor *keyboard_grab_actor;
|
2007-12-18 10:49:29 +00:00
|
|
|
|
2011-02-18 15:44:17 +00:00
|
|
|
/* stack of actors with shaders during paint */
|
2011-02-09 12:55:25 +00:00
|
|
|
GSList *shaders;
|
2008-05-13 23:02:45 +00:00
|
|
|
|
|
|
|
/* fb bit masks for col<->id mapping in picking */
|
2011-02-09 12:55:25 +00:00
|
|
|
gint fb_r_mask;
|
|
|
|
gint fb_g_mask;
|
|
|
|
gint fb_b_mask;
|
|
|
|
gint fb_r_mask_used;
|
|
|
|
gint fb_g_mask_used;
|
|
|
|
gint fb_b_mask_used;
|
2008-05-13 23:02:45 +00:00
|
|
|
|
2011-02-09 12:55:25 +00:00
|
|
|
PangoContext *pango_context; /* Global Pango context */
|
|
|
|
CoglPangoFontMap *font_map; /* Global font map */
|
2008-06-23 09:55:42 +00:00
|
|
|
|
2012-11-16 15:33:00 +00:00
|
|
|
/* stack of #ClutterEvent */
|
|
|
|
GSList *current_event;
|
2009-03-21 20:39:32 +00:00
|
|
|
|
2011-02-09 12:55:25 +00:00
|
|
|
/* list of repaint functions installed through
|
|
|
|
* clutter_threads_add_repaint_func()
|
|
|
|
*/
|
2009-03-30 12:49:03 +00:00
|
|
|
GList *repaint_funcs;
|
2011-09-01 16:12:46 +00:00
|
|
|
guint last_repaint_id;
|
2010-06-21 14:42:20 +00:00
|
|
|
|
2011-02-09 12:55:25 +00:00
|
|
|
/* main settings singleton */
|
2010-06-21 14:42:20 +00:00
|
|
|
ClutterSettings *settings;
|
2011-02-09 12:55:25 +00:00
|
|
|
|
|
|
|
/* boolean flags */
|
|
|
|
guint is_initialized : 1;
|
|
|
|
guint motion_events_per_actor : 1;
|
|
|
|
guint defer_display_setup : 1;
|
|
|
|
guint options_parsed : 1;
|
2011-11-15 17:58:25 +00:00
|
|
|
guint show_fps : 1;
|
2006-06-05 Emmanuele Bassi <ebassi@openedhand.com>
* clutter-color.h:
* clutter-color.c: Reimplement ClutterColor as a boxed type;
add convenience API for color handling, like: add, subtract,
shade, HSL color-space conversion, packing and unpacking.
* clutter-private.h: Update ClutterMainContext, and export the
main context pointer here.
* clutter-rectangle.h:
* clutter-rectangle.c: Update the color-related code; make
clutter_rectangle_new() and empty constructor and provide
clutter_rectangle_new_with_color(); provide color setter
and getter API.
* clutter-label.h:
* clutter-label.c: Rename the "font" property to "font-name";
update the color-related code to the new ClutterColor object;
rename clutter_label_new() to clutter_label_new_with_text(),
and add setters and getters for the properties.
* clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers
generators.
* clutter-stage.h:
* clutter-stage.c: Rework the API: provide a default constructor
for a singleton object, named clutter_stage_get_default(), which
supercedes the clutter_stage() function in clutter-main; provide
new events: button-press-event, button-release-event,
key-press-event and key-release-event; update the color-related
code;
(clutter_stage_snapshot): Allow negative width and height when
taking a snapshot (meaning: use full width/height).
(clutter_stage_get_element_at_pos): Rename clutter_stage_pick().
* clutter-element.c (clutter_element_paint): Clean up the
stage and color related code.
* clutter-event.h:
* clutter-event.c: Add generic ClutterAnyEvent type; add
clutter_event_new(), clutter_event_copy() and clutter_event_free();
make ClutterEvent a boxed type.
* clutter-main.h:
* clutter-main.c: Remove clutter_stage(); add clutter_main_quit(),
for cleanly quitting from clutter_main(); add multiple mainloops
support; allocate the ClutterCntx instead of adding it to the
stack; re-work the ClutterEvent dispatching.
* clutter-group.c (clutter_group_add), (clutter_group_remove): Keep
a reference on the element when added to a ClutterGroup.
* examples/rects.py
* examples/test.c:
* examples/test-text.c:
* examples/video-cube.c:
* examples/super-oh.c:
* examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
|
|
|
};
|
|
|
|
|
2010-11-06 20:00:39 +00:00
|
|
|
/* shared between clutter-main.c and clutter-frame-source.c */
|
|
|
|
typedef struct
|
|
|
|
{
|
|
|
|
GSourceFunc func;
|
|
|
|
gpointer data;
|
|
|
|
GDestroyNotify notify;
|
|
|
|
} ClutterThreadsDispatch;
|
|
|
|
|
|
|
|
gboolean _clutter_threads_dispatch (gpointer data);
|
|
|
|
void _clutter_threads_dispatch_free (gpointer data);
|
|
|
|
|
2012-07-05 13:30:26 +00:00
|
|
|
void _clutter_threads_acquire_lock (void);
|
|
|
|
void _clutter_threads_release_lock (void);
|
|
|
|
|
2011-06-20 12:53:09 +00:00
|
|
|
ClutterMainContext * _clutter_context_get_default (void);
|
2011-09-01 16:12:46 +00:00
|
|
|
void _clutter_context_lock (void);
|
|
|
|
void _clutter_context_unlock (void);
|
2011-06-20 12:53:09 +00:00
|
|
|
gboolean _clutter_context_is_initialized (void);
|
|
|
|
PangoContext * _clutter_context_create_pango_context (void);
|
|
|
|
PangoContext * _clutter_context_get_pango_context (void);
|
|
|
|
ClutterPickMode _clutter_context_get_pick_mode (void);
|
|
|
|
void _clutter_context_push_shader_stack (ClutterActor *actor);
|
|
|
|
ClutterActor * _clutter_context_pop_shader_stack (ClutterActor *actor);
|
|
|
|
ClutterActor * _clutter_context_peek_shader_stack (void);
|
|
|
|
guint32 _clutter_context_acquire_id (gpointer key);
|
|
|
|
void _clutter_context_release_id (guint32 id_);
|
|
|
|
gboolean _clutter_context_get_motion_events_enabled (void);
|
2011-11-15 17:58:25 +00:00
|
|
|
gboolean _clutter_context_get_show_fps (void);
|
2011-02-09 12:55:25 +00:00
|
|
|
|
Eliminate G_CONST_RETURN
The G_CONST_RETURN define in GLib is, and has always been, a bit fuzzy.
We always used it to conform to the platform, at least for public-facing
API.
At first I assumed it has something to do with brain-damaged compilers
or with weird platforms where const was not really supported; sadly,
it's something much, much worse: it's a define that can be toggled at
compile-time to remove const from the signature of public API. This is a
truly terrifying feature that I assume was added in the past century,
and whose inception clearly had something to do with massive doses of
absynthe and opium — because any other explanation would make the
existence of such a feature even worse than assuming drugs had anything
to do with it.
Anyway, and pleasing the gods, this dubious feature is being
removed/deprecated in GLib; see bug:
https://bugzilla.gnome.org/show_bug.cgi?id=644611
Before deprecation, though, we should just remove its usage from the
whole API. We should especially remove its usage from Cally's internals,
since there it never made sense in the first place.
2011-06-07 14:49:20 +00:00
|
|
|
const gchar *_clutter_gettext (const gchar *str);
|
2010-06-03 11:56:17 +00:00
|
|
|
|
2010-03-17 17:28:20 +00:00
|
|
|
gboolean _clutter_feature_init (GError **error);
|
2007-05-16 09:08:30 +00:00
|
|
|
|
2011-12-20 15:17:54 +00:00
|
|
|
/* Diagnostic mode */
|
|
|
|
gboolean _clutter_diagnostic_enabled (void);
|
|
|
|
void _clutter_diagnostic_message (const char *fmt, ...);
|
|
|
|
|
2008-05-13 23:02:45 +00:00
|
|
|
/* Picking code */
|
2011-04-11 13:11:39 +00:00
|
|
|
guint _clutter_pixel_to_id (guchar pixel[4]);
|
|
|
|
void _clutter_id_to_color (guint id,
|
|
|
|
ClutterColor *col);
|
|
|
|
ClutterActor * _clutter_get_actor_by_id (ClutterStage *stage,
|
|
|
|
guint32 actor_id);
|
2008-05-13 23:02:45 +00:00
|
|
|
|
2013-12-12 18:11:03 +00:00
|
|
|
void _clutter_set_sync_to_vblank (gboolean sync_to_vblank);
|
2011-11-04 16:35:38 +00:00
|
|
|
gboolean _clutter_get_sync_to_vblank (void);
|
|
|
|
|
2007-10-02 14:03:36 +00:00
|
|
|
/* use this function as the accumulator if you have a signal with
|
|
|
|
* a G_TYPE_BOOLEAN return value; this will stop the emission as
|
|
|
|
* soon as one handler returns TRUE
|
|
|
|
*/
|
2008-04-04 15:02:11 +00:00
|
|
|
gboolean _clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
|
|
|
|
GValue *return_accu,
|
|
|
|
const GValue *handler_return,
|
|
|
|
gpointer dummy);
|
2007-10-02 14:03:36 +00:00
|
|
|
|
2012-06-22 01:38:21 +00:00
|
|
|
/* use this function as the accumulator if you have a signal with
|
|
|
|
* a G_TYPE_BOOLEAN return value; this will stop the emission as
|
|
|
|
* soon as one handler returns FALSE
|
|
|
|
*/
|
|
|
|
gboolean _clutter_boolean_continue_accumulator (GSignalInvocationHint *ihint,
|
|
|
|
GValue *return_accu,
|
|
|
|
const GValue *handler_return,
|
|
|
|
gpointer dummy);
|
|
|
|
|
2012-03-06 12:09:00 +00:00
|
|
|
void _clutter_run_repaint_functions (ClutterRepaintFlags flags);
|
2009-03-30 12:49:03 +00:00
|
|
|
|
2010-09-17 11:09:56 +00:00
|
|
|
void _clutter_constraint_update_allocation (ClutterConstraint *constraint,
|
|
|
|
ClutterActor *actor,
|
|
|
|
ClutterActorBox *allocation);
|
|
|
|
|
2010-06-07 20:34:36 +00:00
|
|
|
GType _clutter_layout_manager_get_child_meta_type (ClutterLayoutManager *manager);
|
|
|
|
|
2011-02-18 16:53:58 +00:00
|
|
|
void _clutter_util_fully_transform_vertices (const CoglMatrix *modelview,
|
|
|
|
const CoglMatrix *projection,
|
2011-02-01 16:51:58 +00:00
|
|
|
const float *viewport,
|
2011-02-18 16:53:58 +00:00
|
|
|
const ClutterVertex *vertices_in,
|
|
|
|
ClutterVertex *vertices_out,
|
|
|
|
int n_vertices);
|
2010-08-16 14:53:28 +00:00
|
|
|
|
2011-08-16 15:01:22 +00:00
|
|
|
void _clutter_util_rectangle_union (const cairo_rectangle_int_t *src1,
|
|
|
|
const cairo_rectangle_int_t *src2,
|
|
|
|
cairo_rectangle_int_t *dest);
|
|
|
|
|
2012-09-03 19:54:43 +00:00
|
|
|
|
|
|
|
struct _ClutterVertex4
|
|
|
|
{
|
|
|
|
float x;
|
|
|
|
float y;
|
|
|
|
float z;
|
|
|
|
float w;
|
|
|
|
};
|
|
|
|
|
|
|
|
void
|
|
|
|
_clutter_util_vertex4_interpolate (const ClutterVertex4 *a,
|
|
|
|
const ClutterVertex4 *b,
|
|
|
|
double progress,
|
|
|
|
ClutterVertex4 *res);
|
|
|
|
|
|
|
|
#define CLUTTER_MATRIX_INIT_IDENTITY { \
|
|
|
|
1.0f, 0.0f, 0.0f, 0.0f, \
|
|
|
|
0.0f, 1.0f, 0.0f, 0.0f, \
|
|
|
|
0.0f, 0.0f, 1.0f, 0.0f, \
|
|
|
|
0.0f, 0.0f, 0.0f, 1.0f, \
|
|
|
|
}
|
|
|
|
|
|
|
|
float _clutter_util_matrix_determinant (const ClutterMatrix *matrix);
|
|
|
|
|
|
|
|
void _clutter_util_matrix_skew_xy (ClutterMatrix *matrix,
|
|
|
|
float factor);
|
|
|
|
void _clutter_util_matrix_skew_xz (ClutterMatrix *matrix,
|
|
|
|
float factor);
|
|
|
|
void _clutter_util_matrix_skew_yz (ClutterMatrix *matrix,
|
|
|
|
float factor);
|
|
|
|
|
|
|
|
gboolean _clutter_util_matrix_decompose (const ClutterMatrix *src,
|
|
|
|
ClutterVertex *scale_p,
|
|
|
|
float shear_p[3],
|
|
|
|
ClutterVertex *rotate_p,
|
|
|
|
ClutterVertex *translate_p,
|
|
|
|
ClutterVertex4 *perspective_p);
|
|
|
|
|
2011-02-01 16:51:58 +00:00
|
|
|
typedef struct _ClutterPlane
|
|
|
|
{
|
2012-01-16 15:22:43 +00:00
|
|
|
float v0[3];
|
|
|
|
float n[3];
|
2011-02-01 16:51:58 +00:00
|
|
|
} ClutterPlane;
|
|
|
|
|
2011-02-01 18:32:08 +00:00
|
|
|
typedef enum _ClutterCullResult
|
|
|
|
{
|
|
|
|
CLUTTER_CULL_RESULT_UNKNOWN,
|
|
|
|
CLUTTER_CULL_RESULT_IN,
|
|
|
|
CLUTTER_CULL_RESULT_OUT,
|
|
|
|
CLUTTER_CULL_RESULT_PARTIAL
|
|
|
|
} ClutterCullResult;
|
|
|
|
|
2012-03-15 11:02:30 +00:00
|
|
|
gboolean _clutter_has_progress_function (GType gtype);
|
|
|
|
gboolean _clutter_run_progress_function (GType gtype,
|
|
|
|
const GValue *initial,
|
|
|
|
const GValue *final,
|
|
|
|
gdouble progress,
|
|
|
|
GValue *retval);
|
|
|
|
|
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
|
|
|
G_END_DECLS
|
|
|
|
|
2010-10-21 11:16:05 +00:00
|
|
|
#endif /* __CLUTTER_PRIVATE_H__ */
|