actor: Maintain behaviour of old allocate() implementations
The usual way to implement a container actor is to override the allocate() virtual function, chain up, and then allocate the actor's children. Clutter now has the ability to delegate layout management to ClutterLayoutManager directly; in the allocation, this is done by checking whether the actor has children, and then call clutter_layout_manager_allocate() from within the default implementation of the ClutterActor::allocate() vfunc. The same vfunc that everyone, has been chaining up to. Whoopsie. Well, we can check if there's a layout manager, and if it's NULL, we bail out. Except that there's a default layout manager, and it's the fixed layout manager, so that classes like Group and Stage work by default. Double whoopsie. The fix for this scenario is a bit nasty; we have to check if the actor class has overridden the allocate() vfunc or not, before actually looking at the layout manager. This means that classes that override the allocate() vfunc are expected to do everything that ClutterActor's default implementation does - which I think it's a fair requirement to have. For newly written code, though, it would probably be best if we just provided a function that does the right thing by default, and that you're supposed to be calling from within the allocate() vfunc implementation, if you ever chose to override it. This new function, clutter_actor_set_allocation(), should come with a warning the size of Texas, to avoid people thinking it's a way to override the whole "call allocate() on each child" mechanism. Plus, it should check if we're inside an allocation sequence, and bail out if not.
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@ -480,6 +480,7 @@ struct _ClutterActorPrivate
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queued without an effect. */
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guint is_dirty : 1;
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guint bg_color_set : 1;
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guint has_overridden_allocate : 1;
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};
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enum
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@ -1898,16 +1899,38 @@ clutter_actor_notify_if_geometry_changed (ClutterActor *self,
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g_object_thaw_notify (obj);
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}
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static void
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clutter_actor_real_allocate (ClutterActor *self,
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/*< private >
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* clutter_actor_set_allocation_internal:
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* @self: a #ClutterActor
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* @box: a #ClutterActorBox
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* @flags: allocation flags
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*
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* Stores the allocation of @self.
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*
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* This function only performs basic storage and property notification.
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*
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* This function should be called by clutter_actor_set_allocation()
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* and by the default implementation of #ClutterActorClass.allocate().
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*
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* Return value: %TRUE if the allocation of the #ClutterActor has been
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* changed, and %FALSE otherwise
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*/
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static inline gboolean
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clutter_actor_set_allocation_internal (ClutterActor *self,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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ClutterActorPrivate *priv = self->priv;
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GObject *obj;
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gboolean x1_changed, y1_changed, x2_changed, y2_changed;
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gboolean flags_changed;
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gboolean retval;
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ClutterActorBox old_alloc = { 0, };
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obj = G_OBJECT (self);
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g_object_freeze_notify (obj);
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clutter_actor_store_old_geometry (self, &old_alloc);
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x1_changed = priv->allocation.x1 != box->x1;
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@ -1925,11 +1948,40 @@ clutter_actor_real_allocate (ClutterActor *self,
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priv->needs_height_request = FALSE;
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priv->needs_allocation = FALSE;
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/* we allocate our children before we notify changes in our geometry,
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* so that people connecting to properties will be able to get valid
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* data out of the sub-tree of the scene graph that has this actor at
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* the root
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if (x1_changed || y1_changed || x2_changed || y2_changed || flags_changed)
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{
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CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
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_clutter_actor_get_debug_name (self));
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priv->transform_valid = FALSE;
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g_object_notify_by_pspec (obj, obj_props[PROP_ALLOCATION]);
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retval = TRUE;
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}
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else
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retval = FALSE;
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clutter_actor_notify_if_geometry_changed (self, &old_alloc);
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g_object_thaw_notify (obj);
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return retval;
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}
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static inline void
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clutter_actor_maybe_layout_children (ClutterActor *self,
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gboolean check_allocate)
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{
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ClutterActorPrivate *priv = self->priv;
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/* see the comment in clutter_actor_real_allocate() and in
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* clutter_actor_set_allocation() for why this is currently
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* necessary
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*/
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if (check_allocate && priv->has_overridden_allocate)
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return;
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if (priv->n_children != 0 &&
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priv->layout_manager != NULL)
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{
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@ -1956,27 +2008,42 @@ clutter_actor_real_allocate (ClutterActor *self,
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&children_box,
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priv->allocation_flags);
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}
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}
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static void
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clutter_actor_real_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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ClutterActorPrivate *priv = self->priv;
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gboolean changed;
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g_object_freeze_notify (G_OBJECT (self));
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if (x1_changed || y1_changed || x2_changed || y2_changed || flags_changed)
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{
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CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed",
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_clutter_actor_get_debug_name (self));
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changed = clutter_actor_set_allocation_internal (self, box, flags);
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priv->transform_valid = FALSE;
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g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ALLOCATION]);
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/* we also emit the ::allocation-changed signal for people
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* that wish to track the allocation flags
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/* we allocate our children before we notify changes in our geometry,
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* so that people connecting to properties will be able to get valid
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* data out of the sub-tree of the scene graph that has this actor at
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* the root.
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*
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* XXX - the default behaviour for actor subclasses with a layout
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* management policy for their children is to override allocate() and
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* chain up; this means that we cannot call clutter_layout_manager_allocate()
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* unconditionally here, because it will lead to a double allocation. hence
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* the nasty check on the allocate() vfunc.
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*
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* if an actor wants to override the allocate() vfunc and still delegate
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* to the actor's layout manager, then it can either call the layout manager
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* allocate() method by itself, or use clutter_actor_set_allocation()
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* instead.
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*/
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clutter_actor_maybe_layout_children (self, TRUE);
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if (changed)
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g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
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&priv->allocation,
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flags);
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}
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clutter_actor_notify_if_geometry_changed (self, &old_alloc);
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priv->allocation_flags);
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g_object_thaw_notify (G_OBJECT (self));
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}
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@ -4365,31 +4432,26 @@ clutter_actor_real_get_paint_volume (ClutterActor *self,
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ClutterActor *child;
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gboolean res;
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clutter_paint_volume_set_from_allocation (volume, self);
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/* this is the default return value: we cannot know if a class
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* is going to paint outside its allocation, so we take the
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* conservative approach.
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*/
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res = FALSE;
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/* we start from the allocation */
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clutter_paint_volume_set_from_allocation (volume, self);
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/* if the actor has a clip set then we have a pretty definite
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* size for the paint volume: the actor cannot possibly paint
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* outside the clip region.
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*/
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if (priv->clip_to_allocation)
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{
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float w, h;
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w = h = 0.f;
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clutter_actor_box_get_size (&priv->allocation, &w, &h);
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if (w >= 0 && h >= 0)
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{
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clutter_paint_volume_set_from_allocation (volume, self);
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/* the allocation has already been set, so we just flip the
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* return value
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*/
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res = TRUE;
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}
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}
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else if (priv->has_clip &&
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priv->clip.width >= 0 &&
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priv->clip.height >= 0)
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@ -4407,11 +4469,11 @@ clutter_actor_real_get_paint_volume (ClutterActor *self,
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res = TRUE;
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}
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/* if we don't have children we just bail out here */
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/* if we don't have children we just bail out here... */
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if (priv->n_children == 0)
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return res;
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/* but if we have children then we ask for their paint volume in
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/* ...but if we have children then we ask for their paint volume in
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* our coordinates. if any of our children replies that it doesn't
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* have a paint volume, we bail out
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*/
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@ -6045,6 +6107,9 @@ clutter_actor_init (ClutterActor *self)
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g_signal_connect (priv->layout_manager, "layout-changed",
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G_CALLBACK (on_layout_manager_changed),
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self);
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priv->has_overridden_allocate =
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CLUTTER_ACTOR_GET_CLASS (self)->allocate == clutter_actor_real_allocate;
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}
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/**
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@ -7189,6 +7254,31 @@ clutter_actor_get_allocation_geometry (ClutterActor *self,
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geom->height = CLUTTER_NEARBYINT (clutter_actor_box_get_height (&box));
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}
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static void
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clutter_actor_update_constraints (ClutterActor *self,
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ClutterActorBox *allocation)
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{
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ClutterActorPrivate *priv = self->priv;
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const GList *constraints, *l;
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if (priv->constraints == NULL)
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return;
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constraints = _clutter_meta_group_peek_metas (priv->constraints);
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for (l = constraints; l != NULL; l = l->next)
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{
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ClutterConstraint *constraint = l->data;
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ClutterActorMeta *meta = l->data;
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if (clutter_actor_meta_get_enabled (meta))
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{
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_clutter_constraint_update_allocation (constraint,
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self,
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allocation);
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}
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}
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}
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/*< private >
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* clutter_actor_adjust_allocation:
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* @self: a #ClutterActor
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@ -7338,28 +7428,11 @@ clutter_actor_allocate (ClutterActor *self,
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old_allocation = priv->allocation;
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real_allocation = *box;
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/* constraints are allowed to modify the allocation prior to
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* the ::allocate() implementation, so that if the allocation
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* did not change, we can bail out early
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/* constraints are allowed to modify the allocation only here; we do
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* this prior to all the other checks so that we can bail out if the
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* allocation did not change
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*/
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if (priv->constraints != NULL)
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{
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const GList *constraints, *l;
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constraints = _clutter_meta_group_peek_metas (priv->constraints);
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for (l = constraints; l != NULL; l = l->next)
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{
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ClutterConstraint *constraint = l->data;
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ClutterActorMeta *meta = l->data;
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if (clutter_actor_meta_get_enabled (meta))
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{
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_clutter_constraint_update_allocation (constraint,
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self,
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&real_allocation);
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}
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}
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}
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clutter_actor_update_constraints (self, &real_allocation);
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/* adjust the allocation depending on the align/margin properties */
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clutter_actor_adjust_allocation (self, &real_allocation);
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@ -7428,6 +7501,87 @@ clutter_actor_allocate (ClutterActor *self,
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clutter_actor_queue_redraw (self);
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}
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/**
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* clutter_actor_set_allocation:
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* @self: a #ClutterActor
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* @box: a #ClutterActorBox
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* @flags: allocation flags
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*
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* Stores the allocation of @self as defined by @box.
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*
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* This function can only be called from within the implementation of
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* the #ClutterActorClass.allocate() virtual function.
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*
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* The allocation should have been adjusted to take into account constraints,
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* alignment, and margin properties. If you are implementing a #ClutterActor
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* subclass that provides its own layout management policy for its children
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* instead of using a #ClutterLayoutManager delegate, you should not call
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* this function on the children of @self; instead, you should call
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* clutter_actor_allocate(), which will adjust the allocation box for
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* you.
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*
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* This function should only be used by subclasses of #ClutterActor
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* that wish to store their allocation but cannot chain up to the
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* parent's implementation; the default implementation of the
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* #ClutterActorClass.allocate() virtual function will call this
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* function.
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*
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* It is important to note that, while chaining up was the recommended
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* behaviour for #ClutterActor subclasses prior to the introduction of
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* this function, it is recommended to call clutter_actor_set_allocation()
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* instead.
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*
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* If the #ClutterActor is using a #ClutterLayoutManager delegate object
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* to handle the allocation of its children, this function will call
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* the clutter_layout_manager_allocate() function.
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*
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* Since: 1.10
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*/
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void
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clutter_actor_set_allocation (ClutterActor *self,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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ClutterActorPrivate *priv;
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gboolean changed;
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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g_return_if_fail (box != NULL);
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if (G_UNLIKELY (!CLUTTER_ACTOR_IN_RELAYOUT (self)))
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{
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g_critical (G_STRLOC ": The clutter_actor_set_allocation() function "
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"can only be called from within the implementation of "
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"the ClutterActor::allocate() virtual function.");
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return;
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}
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priv = self->priv;
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g_object_freeze_notify (G_OBJECT (self));
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changed = clutter_actor_set_allocation_internal (self, box, flags);
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/* we allocate our children before we notify changes in our geometry,
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* so that people connecting to properties will be able to get valid
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* data out of the sub-tree of the scene graph that has this actor at
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* the root.
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*
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* XXX - unlike the default ClutterActor::allocate(), we let any
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* layout manager delegate layout our children, if any. the rationale
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* for this being that only newly written code will call this function
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* and will be able to avoid the double allocation.
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*/
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clutter_actor_maybe_layout_children (self, FALSE);
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if (changed)
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g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0,
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&priv->allocation,
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priv->allocation_flags);
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g_object_thaw_notify (G_OBJECT (self));
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}
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/**
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* clutter_actor_set_geometry:
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* @self: A #ClutterActor
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@ -323,6 +323,9 @@ void clutter_actor_allocate_align_fill (ClutterActor
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gboolean x_fill,
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gboolean y_fill,
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ClutterAllocationFlags flags);
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void clutter_actor_set_allocation (ClutterActor *self,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags);
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void clutter_actor_get_allocation_box (ClutterActor *self,
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ClutterActorBox *box);
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void clutter_actor_get_allocation_geometry (ClutterActor *self,
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