script: Let ClutterActor parse behaviours
Up until now, the "behaviours" member of an actor definition was parsed by the ClutterScript parser itself - even though it's not strictly necessary. In an effort to minimize the ad hoc code in the Script parser, we should let ClutterActor handle all the special cases that involve actor-specific members.
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@@ -35,7 +35,6 @@
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#include <gmodule.h>
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#include "clutter-actor.h"
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#include "clutter-behaviour.h"
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#include "clutter-container.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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@@ -651,35 +650,6 @@ parse_signals (ClutterScript *script,
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return retval;
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}
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static GList *
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parse_behaviours (ObjectInfo *oinfo,
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JsonNode *node)
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{
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JsonArray *array;
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GList *retval;
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guint array_len, i;
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if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
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return NULL;
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retval = oinfo->behaviours;
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array = json_node_get_array (node);
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array_len = json_array_get_length (array);
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for (i = 0; i < array_len; i++)
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{
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JsonNode *child = json_array_get_element (array, i);
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const gchar *id;
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id = _clutter_script_get_id_from_node (child);
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if (id)
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retval = g_list_prepend (retval, g_strdup (id));
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}
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return g_list_reverse (retval);
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}
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static ClutterTimeline *
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construct_timeline (ClutterScript *script,
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JsonObject *object)
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@@ -983,14 +953,6 @@ clutter_script_parser_object_end (JsonParser *json_parser,
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json_object_remove_member (object, "children");
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}
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if (json_object_has_member (object, "behaviours"))
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{
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val = json_object_get_member (object, "behaviours");
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oinfo->behaviours = parse_behaviours (oinfo, val);
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json_object_remove_member (object, "behaviours");
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}
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if (json_object_has_member (object, "signals"))
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{
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val = json_object_get_member (object, "signals");
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@@ -1740,46 +1702,6 @@ apply_child_properties (ClutterScript *script,
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oinfo->properties = unresolved;
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}
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static void
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apply_behaviours (ClutterScript *script,
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ObjectInfo *oinfo)
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{
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ClutterActor *actor = CLUTTER_ACTOR (oinfo->object);
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GList *l, *unresolved;
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unresolved = NULL;
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for (l = oinfo->behaviours; l != NULL; l = l->next)
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{
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const gchar *name = l->data;
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ObjectInfo *behaviour_info;
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GObject *object = NULL;
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behaviour_info = _clutter_script_get_object_info (script, name);
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if (behaviour_info != NULL)
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{
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_clutter_script_construct_object (script, behaviour_info);
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object = behaviour_info->object;
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}
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if (object == NULL)
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{
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unresolved = g_list_prepend (unresolved, g_strdup (name));
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continue;
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}
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CLUTTER_NOTE (SCRIPT, "Applying behaviour '%s' to actor of type '%s'",
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name,
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g_type_name (G_OBJECT_TYPE (actor)));
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clutter_behaviour_apply (CLUTTER_BEHAVIOUR (object), actor);
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}
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g_list_foreach (oinfo->behaviours, (GFunc) g_free, NULL);
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g_list_free (oinfo->behaviours);
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oinfo->behaviours = unresolved;
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}
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static void
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add_children (ClutterScript *script,
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ObjectInfo *oinfo)
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@@ -1839,9 +1761,6 @@ _clutter_script_check_unresolved (ClutterScript *script,
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if (oinfo->children != NULL && CLUTTER_IS_CONTAINER (oinfo->object))
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add_children (script, oinfo);
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if (oinfo->behaviours != NULL && CLUTTER_IS_ACTOR (oinfo->object))
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apply_behaviours (script, oinfo);
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/* this is a bit *eugh*, but it allows us to effectively make sure
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* that child and layout properties are parsed and applied to the
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* right child
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@@ -1885,7 +1804,7 @@ _clutter_script_check_unresolved (ClutterScript *script,
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}
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}
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if (oinfo->properties || oinfo->children || oinfo->behaviours)
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if (oinfo->properties || oinfo->children)
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oinfo->has_unresolved = TRUE;
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else
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oinfo->has_unresolved = FALSE;
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