mutter/doc/reference/subclassing-ClutterActor.sgml

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<chapter id="clutter-subclassing-ClutterActor">
<chapterinfo>
<author>
<firstname>Emmanuele</firstname>
<surname>Bassi</surname>
<affiliation>
<address>
<email>ebassi@openedhand.com</email>
</address>
</affiliation>
</author>
</chapterinfo>
<title>Implementing a new actor</title>
<para>In order to implement a new #ClutterActor subclass the usual
machinery for subclassing a GObject should be used. After that, the
ClutterActor::query_coords() and ClutterActor::request_coords() virtual
functions should be overidden. Optionally, also the ClutterActor::paint()
virtual functions should be overridden.</para>
<para>The ClutterActor::query_coords() method of a #ClutterActor is
invoked when clutter_actor_query_coords() is called on an instance
of that actor class. It is used to return a #ClutterActorBox containing
the coordinates of the bounding box for the actor (the coordinates
of the top left corner and of the bottom right corner of the rectangle
that fully contains the actor). Container actors, or composite actors
with internal children, should call clutter_actor_query_coords() on
each visible child. Remember: the returned coordinates must be relative
to the parent actor.</para>
<example id="clutter-actor-query-coords-example">
<para>This example shows how an actor class should override the
query_coords() virtual function of #ClutterActor. In this case,
the returned bounding box is the sum of the bounding boxes of all
the <structname>FooActor</structname> children.</para>
<programlisting>
static void
foo_actor_query_coords (ClutterActor *actor,
ClutterActorBox *box)
{
FooActor *foo_actor = FOO_ACTOR (actor);
GList *child;
guint width, height;
/* initialize our size */
width = height = 0;
for (l = foo_actor-&gt;children; l != NULL; l = l-&gt;next)
{
ClutterActor *child_actor = child-&gt;data;
/* we return only visible actors */
if (CLUTTER_ACTOR_IS_VISIBLE (child_actor))
{
ClutterActorBox child_box;
clutter_actor_query_coords (child_actor, &amp;child_box);
width += child_box.x2 - child_box.x2;
height += child_box.y2 - child_box.y1;
}
}
/* internally, the coordinates are all expressed in generic
* "units", but the public API converts them into pixels,
* so we need to juggle around with conversions
*/
box-&gt;x2 = box-&gt;x1 + CLUTTER_UNITS_FROM_INT (width);
box-&gt;y2 = box-&gt;y1 + CLUTTER_UNITS_FROM_INT (height);
}
</programlisting>
</example>
<para>The ClutterActor::request_coords() method of a #ClutterActor
is invoked when clutter_actor_request_coords() is called on an instance
of that actor class. It is used to set the coordinates of the bounding
box for the actor. Container actors, or composite actors with internal
children, should override the request_coords() virtual function and call
clutter_actor_request_coords() on each visible child. Every actor class
overriding the request_coords() virtual function must chain up to the
parent class request_coords() method.</para>
<para>The ClutterActor::paint() method should be overridden if the
actor needs to control its drawing process, by using the GL API
directly. Actors performing transformations should push the GL matrix
first and then pop the GL matrix before returning. Container actors
or composite actors with internal children should do the same, and call
clutter_actor_paint() on every visible child:</para>
<example id="clutter-actor-paint-example">
<programlisting>
static void
foo_actor_paint (ClutterActor *actor)
{
FooActor *foo_actor = FOO_ACTOR (actor);
GList *child;
glPushMatrix ();
for (child = foo_actor-&gt;children; child != NULL; child = child-&gt;next)
{
ClutterActor *child_actor = child-&gt;data;
clutter_actor_paint (child_actor);
}
glPopMatrix ();
}
</programlisting>
</example>
</chapter>