2010-07-01 10:29:46 +00:00
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<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
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"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd">
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<chapter id="actors">
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<title>Actors</title>
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<epigraph>
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<attribution>Edmon Gween, actor, on his deathbed</attribution>
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<para>An actor's a guy who if you ain't talkin' about him, ain't
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listening.</para>
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</epigraph>
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<section id="actors-introduction">
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<title>Introduction</title>
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<para>When building a User Interface with Clutter, the visible part
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of the UI — that is, what is displayed on the screen — is
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commonly referred to as "the scene graph". Like every graph, a scene
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graph is composed by nodes.</para>
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<para>Every node on the Clutter scene graph is an
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<emphasis>actor</emphasis>. Every actor has a single relationship
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with the others: it can be the parent of another actor, or a child of
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another actor.</para>
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<note><para>The stage is an actor that can have children but cannot have
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any parent.</para></note>
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<para>Actors have different attributes: a position, a size, a
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scale factor, a rotation angle on each axis (relative to a specific
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center on the normal plane for that axis), an opacity factor.</para>
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<para>The scene graph is not fixed: it can be changed, not only
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by adding or removing actors, but also by changing the parent-child
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relationship: it is possible, for instance, to move an entire
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section of the scene graph from one parent actor to another.</para>
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</section>
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<section id="actors-allocation-notify">
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<title>Knowing when an actor's position or size changes</title>
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<section>
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<title>Problem</title>
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<para>You want to know when the position or the size, or
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both, of an actor change, for instance to update an unrelated
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actor or some internal state.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>You can use the <emphasis>notify</emphasis> signal,
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detailed with the coordinate or the dimension you want
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to know has changed:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "notify::x",
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G_CALLBACK (on_x_changed),
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NULL);
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g_signal_connect (actor, "notify::height",
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G_CALLBACK (on_height_changed),
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NULL);
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g_signal_connect (actor, "notify::depth",
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G_CALLBACK (on_depth_changed),
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NULL);
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</programlisting>
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</informalexample>
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<para>If you want to know if any of the coordinates or dimensions of
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an actor have been changed, except for depth, you can use the
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<emphasis>allocation-changed</emphasis> signal:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "allocation-changed",
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G_CALLBACK (on_allocation_changed),
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NULL);
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</programlisting>
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</informalexample>
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<para>The signature for the handler of the "notify" signal is:</para>
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<informalexample>
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<programlisting>
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void
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on_notify (GObject *gobject,
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GParamSpec *pspec,
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gpointer user_data);
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</programlisting>
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</informalexample>
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<para>While the signature for the handler of the "allocation-changed"
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signal is:</para>
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<informalexample>
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<programlisting>
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void
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on_allocation_changed (ClutterActor *actor,
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const ClutterActorBox *allocation,
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ClutterAllocationFlags flags,
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gpointer user_data);
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>Any change the position and size of an actor will cause a
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change in the allocation of the actor itself. This will update the
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values of the <property>x</property>, <property>y</property>,
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<property>width</property> and <property>height</property>
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properties as well.</para>
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<para>The first technique allows a greater deal of granularity,
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allowing you to know what exactly changed. Inside the callback
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for the signal you can query the value of the property:</para>
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<informalexample>
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<programlisting>
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void
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on_x_changed (GObject *gobject,
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GParamSpec *pspec,
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gpointer user_data)
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{
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gint x_value = 0;
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/* Round the X coordinate to the nearest pixel */
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x_value = floorf (clutter_actor_get_x (CLUTTER_ACTOR (gobject))) + 0.5;
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g_print ("The new X coordinate is '%d' pixels\n", x_value);
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}
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</programlisting>
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</informalexample>
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<para>The second technique is more indicated if you want to
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get notification that any of the positional or dimensional
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attributes changed, except for the depth:</para>
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<informalexample>
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<programlisting>
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void
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on_allocation_changed (ClutterActor *actor,
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const ClutterActorBox *allocation,
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ClutterAllocationFlags flags,
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gpointer user_data)
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{
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g_print ("The bounding box is now: (%.2f, %.2f) (%.2f x %.2f)\n",
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clutter_actor_box_get_x (allocation),
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clutter_actor_box_get_y (allocation),
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clutter_actor_box_get_width (allocation),
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clutter_actor_box_get_height (allocation));
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}
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</programlisting>
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</informalexample>
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<para>All actors will update these properties when their size
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or position change.</para>
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2010-07-06 15:00:33 +00:00
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<para>Note that the stage, on the other hand, will not notify on
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position changes, so it is not possible to use the
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<property>x</property> and <property>y</property>
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properties to know that the platform-specific window embedding the
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stage has been moved — if the platform supports a windowing
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system. In order to achieve that you will have to use backend-specific
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API to extract the surface used by the stage and then platform-specific
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API to retrieve its coordinates.</para>
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</section>
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</section>
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<section id="actors-paint-wrappers">
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<title>Overriding the paint sequence</title>
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<section>
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<title>Problem</title>
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<para>You want to override the way an actor paints itself
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without creating a subclass.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>You can use the <emphasis>paint</emphasis> signal to
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invoke a callback that will be executed before the actor's
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paint implementation:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "paint", G_CALLBACK (on_paint), NULL);
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</programlisting>
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</informalexample>
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<para>You can paint something after the actor's paint implementation
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by using the <function>g_signal_connect_after()</function> function
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instead of <function>g_signal_connect()</function>:</para>
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<informalexample>
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<programlisting>
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g_signal_connect_after (actor, "paint", G_CALLBACK (on_paint_after), NULL);
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</programlisting>
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</informalexample>
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<para>The signature for the handler of the "paint" signal is:</para>
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<informalexample>
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<programlisting>
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void on_paint (ClutterActor *actor, gpointer user_data);
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>The paint cycle in Clutter works its way recursively from the
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stage through every child.</para>
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<para>Whenever an Actor is going to be painted it will be positioned in
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a new frame of reference according to the list of transformations
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(scaling, rotation and additional translations). After that, the "paint"
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signal will be emitted.</para>
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<para>The "paint" signal is defined as <emphasis>run-last</emphasis>,
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that is the signal handlers connected to it using
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<function>g_signal_connetc()</function> will be called first; then the
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default handler defined by the Actor's sub-class will be called;
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finally, all the signal handlers connected to the signal using
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<function>g_signal_connect_after()</function> will be called.</para>
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<para>This allows pre- and post-default paint handlers, and it also
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allows completely overriding the way an Actor draws itself by default;
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for instance:</para>
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<informalexample>
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<programlisting>
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void
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on_paint (ClutterActor *actor)
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{
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do_my_paint (actor);
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2010-07-01 14:59:15 +00:00
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g_signal_stop_emission_by_name (actor, "paint");
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}
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</programlisting>
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</informalexample>
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<para>The code above will prevent the default paint implementation of
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the actor from running.</para>
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</section>
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</section>
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2010-07-15 18:47:53 +00:00
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<section id="actors-opacity">
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<title>Making an actor transparent by changing its opacity</title>
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<section>
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<title>Problem</title>
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<para>You want an actor to be transparent so that other
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actors are visible through it.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>Change the actor's <emphasis>opacity</emphasis> so that
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it is partially (or even fully) transparent:</para>
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<informalexample>
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<programlisting>
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/* 25% transparency */
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clutter_actor_set_opacity (actor, 191.25);
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/* 50% transparency */
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clutter_actor_set_opacity (actor, 122.5);
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/* completely transparent */
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clutter_actor_set_opacity (actor, 0);
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</programlisting>
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</informalexample>
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<para>Any actor covered or overlapped by the transparent actor
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should be visible through it; the Discussion section gives
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some examples of how visible you can expect the covered or
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overlapped actor to be.</para>
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</section>
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<section>
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<title>Discussion</title>
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<para>Opacity is a property of every <type>ClutterActor</type>.
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It is a float on a scale from 0 (invisible) to 255 (completely
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opaque). Actors with <code>0 < opacity < 255</code> will
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have a varying amount of solidity on the stage, so other actors
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may be visible through them.</para>
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<para>For example, below are 4 yellow rectangles overlapping
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a white rectangle on a blue stage:</para>
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<screenshot>
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<mediaobject>
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<imageobject>
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<imagedata format="PNG"
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fileref="images/actors-opacity.png" />
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</imageobject>
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<alt>
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<para>The effect of different opacities levels on
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an actor's appearance</para>
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</alt>
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</mediaobject>
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</screenshot>
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<para>The rectangles have the following opacities:</para>
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<itemizedlist>
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<listitem>
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<para>top-left: <code>255</code> (0% transparency)</para>
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</listitem>
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<listitem>
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<para>top-right: <code>191.25</code> (25% transparency)</para>
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</listitem>
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<listitem>
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<para>bottom-right: <code>122.5</code> (50% transparency)</para>
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</listitem>
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<listitem>
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<para>bottom-left: <code>61.25</code> (75% transparency)</para>
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</listitem>
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</itemizedlist>
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<para>Notice how both the stage and the white rectangle are
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visible through the yellow rectangles.</para>
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<para>As opacity is a property of every actor, it can
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be animated like any other GObject property, using any of
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the approaches in the animation API.</para>
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<para>The following sections cover some other considerations
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when working with actor opacity.</para>
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<section>
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<title>Container and color opacity</title>
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<para>If a container has its opacity set, any children of the
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container have their opacity combined with their parent's opacity.
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For example, if a parent has an opacity of <code>122.5</code>
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(50% transparent) and the child also has an opacity of
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<code>122.5</code>, the child's <emphasis>effective</emphasis>
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opacity is 25% (<code>opacity = 61.25</code>, and it is
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|
75% transparent).</para>
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|
<para>To demonstrate the visual effect of this, here are
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|
three rectangles with the same color but different opacity settings,
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|
inside parents which also have different opacity settings:</para>
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<screenshot>
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<mediaobject>
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<imageobject>
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|
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<imagedata format="PNG"
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fileref="images/actors-opacity-container-affects-opacity.png" />
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</imageobject>
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<alt>
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<para>How a container's opacity affects the opacity of
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|
its children</para>
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</alt>
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</mediaobject>
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</screenshot>
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<itemizedlist>
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<listitem>
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<para>The left-hand rectangle has <code>opacity = 255</code>
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|
and is in a <type>ClutterGroup</type> with
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|
<code>opacity = 255</code>. This means it is fully opaque.</para>
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</listitem>
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<listitem>
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<para>The middle rectangle has <code>opacity = 255</code>
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|
and is in a <type>ClutterGroup</type> with
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|
<code>opacity = 122.5</code>. Notice that the parent opacity
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|
|
makes the rectangle appear darker, as the stage colour is showing
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|
|
through from behind.</para>
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|
</listitem>
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|
<listitem>
|
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|
|
<para>The right-hand rectangle has <code>opacity = 122.5</code>
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|
|
and is in a <type>ClutterGroup</type> with
|
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|
|
<code>opacity = 122.5</code>. Notice that the rectangle appears
|
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|
|
to be even darker, as the stage colour is showing
|
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|
|
through both the rectangle and its parent.</para>
|
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|
|
</listitem>
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|
|
</itemizedlist>
|
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|
|
|
|
|
|
<para>Similarly, <type>ClutterColor</type> also contains an
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|
|
<varname>alpha</varname> property which governs the transparency
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|
|
of the color. Where an actor can have a color set (e.g.
|
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|
|
<type>ClutterRectangle</type>) the alpha value of the color also
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|
|
affects the transparency of the actor, for example:</para>
|
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|
|
|
|
|
|
<informalexample>
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|
|
|
<programlisting>
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|
|
<![CDATA[
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|
|
/* color with 50% transparency */
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|
|
ClutterColor half_transparent_color = { 255, 0, 0, 122.5 };
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|
|
ClutterRectangle *actor = clutter_rectangle_new ();
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|
|
/* set actor's transparency to 50% */
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|
|
clutter_actor_set_opacity (actor, 122.5);
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|
|
/* rectangle will be 25% opaque/75% transparent */
|
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|
|
clutter_rectangle_set_color (CLUTTER_RECTANGLE (actor),
|
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|
|
&half_transparent_color);
|
|
|
|
]]>
|
|
|
|
</programlisting>
|
|
|
|
</informalexample>
|
|
|
|
|
|
|
|
</section>
|
|
|
|
|
|
|
|
<section>
|
|
|
|
<title>Depth and depth order</title>
|
|
|
|
|
|
|
|
<para>Each actor has two more aspects which affect its
|
|
|
|
apparent opacity:</para>
|
|
|
|
|
|
|
|
<itemizedlist>
|
|
|
|
<listitem>
|
|
|
|
<para>An actor's <emphasis>depth</emphasis> can have an
|
|
|
|
effect if the stage has fog (a depth cueing effect) turned on.
|
|
|
|
As an actor's depth increases, the actor apparently "recedes" from
|
|
|
|
view and gradually blends into the colour of the stage. This
|
|
|
|
produces an effect similar to making the actor transparent.
|
|
|
|
See the <type>ClutterStage</type> documentation for
|
|
|
|
more details about fog.</para>
|
|
|
|
|
|
|
|
<para>Depth also needs to be considered if you want
|
|
|
|
one actor to be visible through another: the actor you want
|
|
|
|
to see through a transparent actor must be "deeper" than (or at
|
|
|
|
the same depth as) the transparent actor.</para>
|
|
|
|
</listitem>
|
|
|
|
<listitem>
|
|
|
|
<para>The <emphasis>depth order</emphasis> governs how
|
|
|
|
actors within a <type>ClutterContainer</type> implementation
|
|
|
|
are placed with respect to each other.</para>
|
|
|
|
|
|
|
|
<note>
|
|
|
|
<para>Depth ordering is not the same thing as depth: depth
|
|
|
|
ordering records relationships between actors at the same
|
|
|
|
depth.</para>
|
|
|
|
</note>
|
|
|
|
|
|
|
|
<para>If you have two overlapping actors <code>actorA</code> and
|
|
|
|
<code>actorB</code> in a container, and you want <code>actorA</code>
|
|
|
|
(opaque) to be visible through <code>actorB</code> (transparent),
|
|
|
|
you should ensure that <code>actorB</code> is "above" <code>actorA</code>
|
|
|
|
in the depth ordering. You could do this as follows:</para>
|
|
|
|
|
|
|
|
<informalexample>
|
|
|
|
<programlisting>
|
|
|
|
/*
|
|
|
|
* raise actorB so it is above actorA in the depth order;
|
|
|
|
* NB actorA and actorB both need to be in the same container
|
|
|
|
* for this to work
|
|
|
|
*/
|
|
|
|
clutter_actor_raise (actorB, actorA);
|
|
|
|
</programlisting>
|
|
|
|
</informalexample>
|
|
|
|
|
|
|
|
<para><function>clutter_actor_raise()</function>,
|
|
|
|
<function>clutter_actor_lower()</function> and related
|
|
|
|
<type>ClutterActor</type> functions set
|
|
|
|
depth ordering on actors; see also <type>ClutterContainer</type>'s
|
|
|
|
<function>clutter_container_raise_child()</function> and
|
|
|
|
<function>clutter_container_lower_child()</function>
|
|
|
|
functions.</para>
|
|
|
|
</listitem>
|
|
|
|
</itemizedlist>
|
|
|
|
|
|
|
|
</section>
|
|
|
|
|
|
|
|
</section>
|
|
|
|
|
|
|
|
</section>
|
|
|
|
|
2010-07-01 10:29:46 +00:00
|
|
|
</chapter>
|