Add the first recipe to the Actors chapter
The first recipe shows how to be notified when the relative position and size of an actor changes using the notify:: signal on the actor's dimensional and positional properties.
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<title>Actors</title>
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<epigraph>
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<attribution>the author of the epigraph</attribution>
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<para>a short epigraph</para>
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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>introduction</para>
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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 is either the parent of another actor or a
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child of another actor.</para>
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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-recipe-1"> <!-- recipe 1 {{{ -->
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<title>A problem involving actors</title>
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<title>Knowing when an actor position or size change</title>
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<section>
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<title>Problem</title>
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<para>Description of the problem</para>
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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>The solution of the problem, with the source code</para>
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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), NULL);
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g_signal_connect (actor, "notify::height",
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G_CALLBACK (on_height_changed), NULL);
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g_signal_connect (actor, "notify::depth",
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G_CALLBACK (on_depth_changed), 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
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dimensions of an actor have been changed, except for depth,
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you can use the <emphasis>allocation</emphasis> detailt for
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the notify signal:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "notify::allocation",
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G_CALLBACK (on_allocation_changed), 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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</section>
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<section>
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<title>Discussion</title>
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<para>Discussion of the solution, with eventual mentions of
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possible alternatives</para>
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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 :x, :y, :width and :height 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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g_object_get (gobject, pspec->name, &x_value, NULL);
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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 (GObject *gobject,
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GParamSpec *pspec,
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gpointer user_data)
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{
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ClutterActor *actor = CLUTTER_ACTOR (gobject);
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g_print ("The bounding box is now: (%d, %d) (%d x %d)\n",
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clutter_actor_get_x (actor),
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clutter_actor_get_y (actor),
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clutter_actor_get_width (actor),
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clutter_actor_get_height (actor));
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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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<para>The Stage, on the other hand, will not notify on position
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changes, so it is not possible to use the :x and :y properties to
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know that the platform-specific window embedding the stage has been
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moved — if the platform supports a windowing system. In order
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to achieve that you will have to use backend-specific API to extract
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the surface used by the Stage and then platform-specific API to
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retrieve its coordinates.</para>
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</section>
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</section> <!-- recipe 1 }}} -->
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