mutter/clutter/clutter-scroll-actor.c

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/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2012 Intel Corporation
*
* 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/>.
*/
/**
* SECTION:clutter-scroll-actor
* @Title: ClutterScrollActor
* @Short_Description: An actor for displaying a portion of its children
*
* #ClutterScrollActor is an actor that can be used to display a portion
* of the contents of its children.
*
* The extent of the area of a #ClutterScrollActor is defined by the size
* of its children; the visible region of the children of a #ClutterScrollActor
* is set by using clutter_scroll_actor_scroll_to_point() or by using
* clutter_scroll_actor_scroll_to_rect() to define a point or a rectangle
* acting as the origin, respectively.
*
* #ClutterScrollActor does not provide pointer or keyboard event handling,
* nor does it provide visible scroll handles.
*
* #ClutterScrollActor is available since Clutter 1.12.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-scroll-actor.h"
#include "clutter-actor-private.h"
#include "clutter-animatable.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-private.h"
#include "clutter-property-transition.h"
#include "clutter-transition.h"
struct _ClutterScrollActorPrivate
{
ClutterPoint scroll_to;
ClutterScrollMode scroll_mode;
ClutterTransition *transition;
};
enum
{
PROP_0,
PROP_SCROLL_MODE,
PROP_LAST
};
enum
{
ANIM_PROP_0,
ANIM_PROP_SCROLL_TO,
ANIM_PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST] = { NULL, };
static GParamSpec *animatable_props[ANIM_PROP_LAST] = { NULL, };
static ClutterAnimatableIface *parent_animatable_iface = NULL;
static void clutter_animatable_iface_init (ClutterAnimatableIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterScrollActor, clutter_scroll_actor, CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE,
clutter_animatable_iface_init))
static void
clutter_scroll_actor_apply_transform (ClutterActor *actor,
CoglMatrix *transform)
{
ClutterScrollActorPrivate *priv = CLUTTER_SCROLL_ACTOR (actor)->priv;
float x_factor, y_factor;
CLUTTER_ACTOR_CLASS (clutter_scroll_actor_parent_class)->apply_transform (actor, transform);
if (priv->scroll_mode & CLUTTER_SCROLL_HORIZONTALLY)
x_factor = -priv->scroll_to.x;
else
x_factor = 0.f;
if (priv->scroll_mode & CLUTTER_SCROLL_VERTICALLY)
y_factor = -priv->scroll_to.y;
else
y_factor = 0.f;
cogl_matrix_translate (transform, x_factor, y_factor, 0.0f);
}
static void
clutter_scroll_actor_paint (ClutterActor *actor)
{
ClutterScrollActorPrivate *priv = CLUTTER_SCROLL_ACTOR (actor)->priv;
ClutterActorBox allocation;
float width, height;
float x, y;
clutter_actor_get_allocation_box (actor, &allocation);
clutter_actor_box_get_size (&allocation, &width, &height);
if (priv->scroll_mode & CLUTTER_SCROLL_HORIZONTALLY)
x = priv->scroll_to.x;
else
x = 0.f;
if (priv->scroll_mode & CLUTTER_SCROLL_VERTICALLY)
y = priv->scroll_to.y;
else
y = 0.f;
/* offset the clip so that we keep it at the right place */
cogl_clip_push_rectangle (x,
y,
x + width,
y + height);
CLUTTER_ACTOR_CLASS (clutter_scroll_actor_parent_class)->paint (actor);
cogl_clip_pop ();
}
static void
clutter_scroll_actor_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterScrollActor *actor = CLUTTER_SCROLL_ACTOR (gobject);
switch (prop_id)
{
case PROP_SCROLL_MODE:
clutter_scroll_actor_set_scroll_mode (actor, g_value_get_flags (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
}
}
static void
clutter_scroll_actor_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterScrollActor *actor = CLUTTER_SCROLL_ACTOR (gobject);
switch (prop_id)
{
case PROP_SCROLL_MODE:
g_value_set_flags (value, actor->priv->scroll_mode);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
}
}
static void
clutter_scroll_actor_class_init (ClutterScrollActorClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
g_type_class_add_private (klass, sizeof (ClutterScrollActorPrivate));
gobject_class->set_property = clutter_scroll_actor_set_property;
gobject_class->get_property = clutter_scroll_actor_get_property;
actor_class->apply_transform = clutter_scroll_actor_apply_transform;
actor_class->paint = clutter_scroll_actor_paint;
/**
* ClutterScrollActor:scroll-mode:
*
* The scrollin direction.
*
* Since: 1.12
*/
obj_props[PROP_SCROLL_MODE] =
g_param_spec_flags ("scroll-mode",
P_("Scroll Mode"),
P_("The scrolling direction"),
CLUTTER_TYPE_SCROLL_MODE,
CLUTTER_SCROLL_BOTH,
G_PARAM_READWRITE |
G_PARAM_STATIC_STRINGS);
g_object_class_install_properties (gobject_class, PROP_LAST, obj_props);
}
static void
clutter_scroll_actor_init (ClutterScrollActor *self)
{
self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self, CLUTTER_TYPE_SCROLL_ACTOR,
ClutterScrollActorPrivate);
self->priv->scroll_mode = CLUTTER_SCROLL_BOTH;
}
static GParamSpec *
clutter_scroll_actor_find_property (ClutterAnimatable *animatable,
const char *property_name)
{
if (strcmp (property_name, "scroll-to") == 0)
return animatable_props[ANIM_PROP_SCROLL_TO];
return parent_animatable_iface->find_property (animatable, property_name);
}
static void
clutter_scroll_actor_set_final_state (ClutterAnimatable *animatable,
const char *property_name,
const GValue *value)
{
if (strcmp (property_name, "scroll-to") == 0)
{
ClutterScrollActor *self = CLUTTER_SCROLL_ACTOR (animatable);
const ClutterPoint *point = g_value_get_boxed (value);
if (point == NULL)
clutter_point_init (&self->priv->scroll_to, 0.f, 0.f);
else
self->priv->scroll_to = *point;
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
}
else
parent_animatable_iface->set_final_state (animatable, property_name, value);
}
static void
clutter_scroll_actor_get_initial_state (ClutterAnimatable *animatable,
const char *property_name,
GValue *value)
{
if (strcmp (property_name, "scroll-to") == 0)
{
ClutterScrollActor *self = CLUTTER_SCROLL_ACTOR (animatable);
g_value_set_boxed (value, &self->priv->scroll_to);
}
else
parent_animatable_iface->get_initial_state (animatable, property_name, value);
}
static void
clutter_animatable_iface_init (ClutterAnimatableIface *iface)
{
parent_animatable_iface = g_type_interface_peek_parent (iface);
animatable_props[ANIM_PROP_SCROLL_TO] =
g_param_spec_boxed ("scroll-to",
"Scroll To",
"The point to scroll the actor to",
CLUTTER_TYPE_POINT,
G_PARAM_READWRITE |
G_PARAM_STATIC_STRINGS |
CLUTTER_PARAM_ANIMATABLE);
iface->find_property = clutter_scroll_actor_find_property;
iface->get_initial_state = clutter_scroll_actor_get_initial_state;
iface->set_final_state = clutter_scroll_actor_set_final_state;
}
/**
* clutter_scroll_actor_new:
*
* Creates a new #ClutterScrollActor.
*
* Return value: (transfer full): The newly created #ClutterScrollActor
* instance.
*
* Since: 1.12
*/
ClutterActor *
clutter_scroll_actor_new (void)
{
return g_object_new (CLUTTER_TYPE_SCROLL_ACTOR, NULL);
}
/**
* clutter_scroll_actor_set_scroll_mode:
* @actor: a #ClutterScrollActor
* @mode: a #ClutterScrollMode
*
* Sets the #ClutterScrollActor:scroll-mode property.
*
* Since: 1.12
*/
void
clutter_scroll_actor_set_scroll_mode (ClutterScrollActor *actor,
ClutterScrollMode mode)
{
ClutterScrollActorPrivate *priv;
g_return_if_fail (CLUTTER_IS_SCROLL_ACTOR (actor));
priv = actor->priv;
if (priv->scroll_mode == mode)
return;
priv->scroll_mode = mode;
g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_SCROLL_MODE]);
}
/**
* clutter_scroll_actor_get_scroll_mode:
* @actor: a #ClutterScrollActor
*
* Retrieves the #ClutterScrollActor:scroll-mode property
*
* Return value: the scrolling mode
*
* Since: 1.12
*/
ClutterScrollMode
clutter_scroll_actor_get_scroll_mode (ClutterScrollActor *actor)
{
g_return_val_if_fail (CLUTTER_IS_SCROLL_ACTOR (actor), CLUTTER_SCROLL_NONE);
return actor->priv->scroll_mode;
}
static void
on_transition_completed (ClutterTimeline *timeline,
ClutterScrollActor *actor)
{
actor->priv->transition = NULL;
}
/**
* clutter_scroll_actor_scroll_to_point:
* @actor: a #ClutterScrollActor
* @point: a #ClutterPoint
*
* Scrolls the contents of @actor so that @point is the new origin
* of the visible area.
*
* This function will use the currently set easing state of the @actor
* to transition from the current scroll origin to the new one.
*
* Since: 1.12
*/
void
clutter_scroll_actor_scroll_to_point (ClutterScrollActor *actor,
const ClutterPoint *point)
{
ClutterScrollActorPrivate *priv;
const ClutterAnimationInfo *info;
g_return_if_fail (CLUTTER_IS_SCROLL_ACTOR (actor));
g_return_if_fail (point != NULL);
priv = actor->priv;
if (clutter_point_equals (&priv->scroll_to, point))
return;
info = _clutter_actor_get_animation_info (CLUTTER_ACTOR (actor));
/* jump to the end if there is no easing state, or if the easing
* state has a duration of 0 msecs
*/
if (info->cur_state == NULL ||
info->cur_state->easing_duration == 0)
{
/* ensure that we remove any currently running transition */
if (priv->transition != NULL)
{
clutter_actor_remove_transition (CLUTTER_ACTOR (actor),
"scroll-to");
priv->transition = NULL;
}
priv->scroll_to = *point;
clutter_actor_queue_redraw (CLUTTER_ACTOR (actor));
return;
}
if (priv->transition == NULL)
{
priv->transition = clutter_property_transition_new ("scroll-to");
clutter_transition_set_animatable (priv->transition,
CLUTTER_ANIMATABLE (actor));
clutter_transition_set_remove_on_complete (priv->transition, TRUE);
/* delay only makes sense if the transition has just been created */
clutter_timeline_set_delay (CLUTTER_TIMELINE (priv->transition),
info->cur_state->easing_delay);
/* we need this to clear the priv->transition pointer */
g_signal_connect (priv->transition, "completed",
G_CALLBACK (on_transition_completed),
actor);
clutter_actor_add_transition (CLUTTER_ACTOR (actor),
"scroll-to",
priv->transition);
/* the actor now owns the transition */
g_object_unref (priv->transition);
}
/* if a transition already exist, update its bounds */
clutter_transition_set_from (priv->transition,
CLUTTER_TYPE_POINT,
&priv->scroll_to);
clutter_transition_set_to (priv->transition,
CLUTTER_TYPE_POINT,
point);
/* always use the current easing state */
clutter_timeline_set_duration (CLUTTER_TIMELINE (priv->transition),
info->cur_state->easing_duration);
clutter_timeline_set_progress_mode (CLUTTER_TIMELINE (priv->transition),
info->cur_state->easing_mode);
/* ensure that we start from the beginning */
clutter_timeline_rewind (CLUTTER_TIMELINE (priv->transition));
clutter_timeline_start (CLUTTER_TIMELINE (priv->transition));
}
/**
* clutter_scroll_actor_scroll_to_rect:
* @actor: a #ClutterScrollActor
* @rect: a #ClutterRect
*
* Scrolls @actor so that @rect is in the visible portion.
*
* Since: 1.12
*/
void
clutter_scroll_actor_scroll_to_rect (ClutterScrollActor *actor,
const ClutterRect *rect)
{
ClutterRect n_rect;
g_return_if_fail (CLUTTER_IS_SCROLL_ACTOR (actor));
g_return_if_fail (rect != NULL);
n_rect = *rect;
/* normalize, so that we have a valid origin */
clutter_rect_normalize (&n_rect);
clutter_scroll_actor_scroll_to_point (actor, &n_rect.origin);
}