docs: Add recipe for creating a custom ClutterActor with composition
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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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<chapter id="actors"
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xmlns:xi="http://www.w3.org/2003/XInclude">
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<title>Actors</title>
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<epigraph>
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</section>
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<section id="actors-composite">
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<title>Implementing a simple custom actor</title>
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<section id="actors-composite-problem">
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<title>Problem</title>
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<para>You want to implement your own <type>ClutterActor</type>. For
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example, a widget (button, scrollbar, checkbox etc.) composed of
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several Clutter primitives.</para>
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</section>
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<section id="actors-composite-solution">
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<title>Solution</title>
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<para>Implement a custom actor composed from a <type>ClutterBox</type>
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packed with other <type>ClutterActors</type>. The custom actor
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effectively provides a facade for these internal actors, simplifying
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access to their properties and behavior.</para>
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<para>In this recipe, we make the simplest possible button widget
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(<type>CbButton</type>) to demonstrate the basic principles of
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implementing a <type>ClutterActor</type>. It is not a complete
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button implementation: see
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<ulink url="http://git.clutter-project.org/mx/tree/mx/mx-button.c"><type>MxButton</type></ulink>
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for a more
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comprehensive example (and the basis for this recipe). But
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it does cover the most important parts of a <type>ClutterActor</type>
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implementation, as well some useful <type>GObject</type>-related
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code.</para>
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<para>The code for this solution is structured like standard GObject
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C library code:</para>
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<itemizedlist>
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<listitem>
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<para>The header file <filename>cb-button.h</filename>
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declares the class' public API (function prototypes, macros,
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structs).</para>
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</listitem>
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<listitem>
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<para>The code file <filename>cb-button.c</filename>
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contains the class implementation.</para>
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</listitem>
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</itemizedlist>
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<para>One more example file, <filename>actors-composite-main.c</filename>,
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shows how to use <type>CbButton</type> in an application.</para>
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<para>Each of these files is described in more detail below.</para>
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<tip>
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<para>As Clutter is a GObject-based library, it relies
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heavily on GObject concepts and idioms. If you are unfamiliar with GObject,
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please read
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<ulink url="http://library.gnome.org/devel/gobject/unstable/">the GObject
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Reference Manual</ulink> before proceeding.</para>
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</tip>
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<section>
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<title><filename>cb-button.h</filename></title>
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<para>The header file defines the public API for the class,
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including GObject type macros, class and object structures, and
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function prototypes.</para>
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<programlisting>
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<xi:include href="examples/cb-button.h" parse="text">
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<xi:fallback>a code sample should be here... but isn't</xi:fallback>
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</xi:include>
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</programlisting>
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</section>
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<section>
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<title><filename>cb-button.c</filename></title>
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<para>This is the main C code file which implements both
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the GObject and Clutter parts of <type>CbButton</type>.
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The example below is commented liberally, and gives some samples
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of gtk-doc annotations to generate API docs for the
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widget. The <link linkend="">discussion section</link>
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comments more specifically about the Clutter-specific parts
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of it.</para>
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<para>
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enum for signals ???why do we need these
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enum for properties ???why do we need these
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array for signals ???is it an array
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and Clutter stuff (private to the class):
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allocate (required)
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paint (required)
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you could get away with just these two
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but if you're not composing your actor, or are creating a container,
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you need to do more
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then more GObject stuff (it should come after the Clutter method
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implementations, i.e. allocate and paint):
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class_init
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- where we wire together our functions
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- we can also do things like adding properties and signals
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init
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- where we create the private structure
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- where we compose the actors together inside our ClutterActor
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subclass
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Then normally some public API:
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typically you want a new() function
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for our class, we'll put some wrappers around functions
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on the composed actors
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</para>
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</section>
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<section>
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<title><filename>actors-composite-main.c</filename></title>
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<para>
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The cb-button-main.c file shows how to use the new
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actor inside a Clutter application. Note how any of the
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<type>ClutterActor</type> functions (like set_size,
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add_constraint) can be applied to instance
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of our <type>ClutterActor</type> implementation.
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</para>
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</section>
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</section>
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<section id="actors-composite-discussion">
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<title>Discussion</title>
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<para>Explain about GObject a bit???</para>
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<para>The actor implemented here is put together through
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simple composition. This has the advantage of simplifying the
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code for the subclass: we can just wrap a facade round
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existing Clutter classes, rather than writing code to implement
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everything ourselves. In the example here, we make use of a
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<type>ClutterLayoutManager</type> to handle positioning of
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the <type>ClutterText</type>; we change the background color of
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the button by changing the color of the
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<type>ClutterBox</type>; we use a <type>ClutterClickAction</type>
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to simplify implementation of a click signal.</para>
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<para>On the other hand, it puts some constraints on the outline of
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the actor: it makes it harder to use a custom outline, for
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example, to round the corners of the button. This approach may
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not be suitable where you need to do a lot of custom animation
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and drawing.</para>
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<para>This isn't the whole story: if you aren't using this simple
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composition approach, you may need to do more: see the notes in
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the Clutter reference manual. Also, if you're implementing a
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container, you'll need to do more.</para>
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<para>use Mx for inspiration???</para>
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<para>GObject implementation parts vs. Clutter implementation???</para>
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<para>something about how the ClutterBox is parented onto the
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ClutterActor subclass we are implementing; we just create
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an allocation for the ClutterBox based on the allocation of its
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parent???</para>
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</section>
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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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