cookbook: Made docbook element usage consistent
Made usage of docbook elements consistent across recipes; to ensure the conventions are kept by others, added a section about how to write and style recipes.
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@ -23,7 +23,7 @@
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with the others: it can be the parent of another actor, or a child of
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another actor.</para>
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<note><para>The Stage is an actor that can have children but cannot have
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<note><para>The stage is an actor that can have children but cannot have
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any parent.</para></note>
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<para>Actors have different attributes: a position, a size, a
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@ -38,7 +38,7 @@
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</section>
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<section id="actors-allocation-notify">
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<title>Knowing when an actor position or size change</title>
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<title>Knowing when an actor's position or size changes</title>
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<section>
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<title>Problem</title>
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@ -112,7 +112,9 @@ on_allocation_changed (ClutterActor *actor,
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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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values of the <property>x</property>, <property>y</property>,
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<property>width</property> and <property>height</property>
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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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@ -159,12 +161,13 @@ on_allocation_changed (ClutterActor *actor,
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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>Note that the Stage, on the other hand, will not notify on
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position changes, so it is not possible to use the :x and :y
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<para>Note that the stage, on the other hand, will not notify on
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position changes, so it is not possible to use the
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<property>x</property> and <property>y</property>
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properties to know that the platform-specific window embedding the
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stage has been moved — if the platform supports a windowing
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system. In order to achieve that you will have to use backend-specific
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API to extract the surface used by the Stage and then platform-specific
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API to extract the surface used by the stage and then platform-specific
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API to retrieve its coordinates.</para>
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</section>
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@ -218,12 +221,12 @@ void on_paint (ClutterActor *actor, gpointer user_data);
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<title>Discussion</title>
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<para>The paint cycle in Clutter works its way recursively from the
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Stage through every child.</para>
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stage through every child.</para>
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<para>Whenever an Actor is going to be painted it will be positioned in
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a new frame of reference according to the list of transformations
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(scaling, rotation and additional traslations). After that, the "paint"
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signal will be emitted.</para>
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(scaling, rotation and additional translations). After that, the "paint"
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signal will be emitted.</para>d
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<para>The "paint" signal is defined as <emphasis>run-last</emphasis>,
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that is the signal handlers connected to it using
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@ -255,4 +258,3 @@ on_paint (ClutterActor *actor)
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</section>
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</chapter>
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@ -49,9 +49,60 @@
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<appendix id="contributing">
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<title>Contributing to this document</title>
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<para>This document is written in Docbook XML. The source file for this
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document is located in the subdirectory "doc/cookbook" of the source
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directory of Clutter.</para>
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<para>This document is written in
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<link url="http://docbook.org/">Docbook XML</link>. The source files
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for this document are located in the subdirectory
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<filename>doc/cookbook</filename> inside the Clutter source directory.</para>
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<para>To maintain some degree of consistency, try to stick to the
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following broad guidelines about how to write Docbook for this
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cookbook:</para>
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<itemizedlist>
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<listitem>
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<para>If adding a new recipe, use the
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<filename>recipe-template.xml</filename> XML file as a basis.
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You can find it in the <filename><clutter_source>/doc/cookbook/</filename>
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directory.</para>
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</listitem>
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<listitem>
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<para>Try to indent your XML sensibly using 2 spaces per level
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(we're not too strict, but some indentation helps reading
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the source).</para>
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</listitem>
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<listitem>
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<para>Stick to a column width of around 80 characters.</para>
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</listitem>
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<listitem>
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<para>Use the <filename> element for file
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and directory names.</para>
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</listitem>
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<listitem>
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<para>Use the <property> element for property names
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(e.g. GObject properties).</para>
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</listitem>
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<listitem>
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<para>Use the <type> element for GObject class
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names.</para>
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</listitem>
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<listitem>
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<para>Use the <constant> element for C defines.</para>
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</listitem>
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<listitem>
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<para>Use the <keycap> element for keys, where
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you are referring to what's actually printed on the key, e.g.
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<keycap>Shift</keycap>. If you're referring to the key some
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other way (e.g. "the Control key"), don't use
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<keycap>.</para>
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</listitem>
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<listitem>
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<para>Use the <function> element for functions;
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the style adopted is to give the function name followed by
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empty brackets, e.g. <function>clutter_actor_set_size()</function>.
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</para>
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</listitem>
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</itemizedlist>
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</appendix>
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</book>
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@ -70,8 +70,8 @@
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</listitem>
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<listitem>
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<para><emphasis>Solution 2:</emphasis> Use an actor's
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ClutterBindingPool to declaratively assign actions to specific
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key and modifier combinations.</para>
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<type>ClutterBindingPool</type> to declaratively assign
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actions to specific key and modifier combinations.</para>
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</listitem>
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</orderedlist>
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@ -80,12 +80,13 @@
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<section>
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<title>Solution 1</title>
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<para>Connect the key-press-event signal for an actor to a callback;
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then examine the event in the callback to determine which key and
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modifiers were pressed.</para>
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<para>Connect the <emphasis>key-press-event</emphasis>
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signal for an actor to a callback; then examine the event
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in the callback to determine which key and modifiers were
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pressed.</para>
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<para>First, connect an actor's key-press-event signal
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to a callback:</para>
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<para>First, connect an actor's
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<emphasis>key-press-event</emphasis> signal to a callback:</para>
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<informalexample>
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<programlisting>
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@ -96,7 +97,8 @@ g_signal_connect (actor, "key-press-event", G_CALLBACK (_key_press_cb), NULL);
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<para>Then, in the callback, check which key was pressed and which
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modifiers were down at the same time. For example, this callback
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checks for a press on the up arrow key and whether
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the Shift and/or Control key were down:</para>
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the <keycap>Shift</keycap> and/or <keycap>Ctrl</keycap>
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key were down:</para>
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<informalexample>
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<programlisting>
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@ -110,26 +112,26 @@ _key_press_cb (ClutterActor *actor,
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if (CLUTTER_Up == keyval)
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{
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ClutterModifierType modifiers = clutter_event_get_state (event);
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switch (modifiers)
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{
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case CLUTTER_SHIFT_MASK:
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g_debug ("Up and shift pressed");
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break;
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case CLUTTER_SHIFT_MASK + CLUTTER_CONTROL_MASK:
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g_debug ("Up and shift and control pressed");
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break;
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default:
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g_debug ("Up pressed");
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break;
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}
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/* The event was handled, and the emission should stop */
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return TRUE;
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}
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/* The event was not handled, and the emission should continue */
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return FALSE;
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}
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@ -137,33 +139,38 @@ _key_press_cb (ClutterActor *actor,
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</informalexample>
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<para>Note that Clutter provides a range of key value definitions
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(like CLUTTER_Up, used above). These are generated from the list in the
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(like <constant>CLUTTER_Up</constant>, used above). These are
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generated from the list in the
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<ulink url="http://cgit.freedesktop.org/xorg/proto/x11proto/plain/keysymdef.h">X.Org source code</ulink>
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(replace "XK" with "CLUTTER" in the definitions there to get the
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CLUTTER equivalents; alternatively, look at the clutter-keysyms.h
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header file for the list).</para>
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CLUTTER equivalents; alternatively, look at the
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<filename>clutter-keysyms.h</filename> header file for the
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list).</para>
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<para>CLUTTER_SHIFT_MASK, CLUTTER_CONTROL_MASK and other modifiers are
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defined in the ClutterModifierType enum.</para>
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<para><constant>CLUTTER_SHIFT_MASK</constant>,
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<constant>CLUTTER_CONTROL_MASK</constant> and other modifiers are
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defined in the <type>ClutterModifierType</type> enum.</para>
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</section>
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<section>
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<title>Solution 2</title>
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<para>Assign actions to an actor's ClutterBindingPool.
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<para>Assign actions to an actor's <type>ClutterBindingPool</type>.
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A binding pool stores mappings from a key press (either a single key
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or a key plus modifiers) to actions; an action is simply a callback
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function with a specific signature.</para>
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<para>While this approach is trickier to implement, it is more
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flexible and removes the drudgery of writing branching code to
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handle different key presses. See the Discussion section for
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more details.</para>
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handle different key presses. See the
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<link linkend="events-handling-key-events-discussion">Discussion</link>
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section for more details.</para>
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<para>To use this approach with an actor which will receive key press
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events, first get that actor's binding pool. In the example below,
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we're using the binding pool for the default ClutterStage:</para>
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we're using the binding pool for the default
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<type>ClutterStage</type>:</para>
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<informalexample>
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<programlisting>
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@ -176,8 +183,9 @@ binding_pool = clutter_binding_pool_get_for_class (stage_class);
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</informalexample>
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<para>Next, install actions into the binding pool. For example, to
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install an action bound to the up arrow key, which calls the _move_up
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function when that key is pressed, you would do:</para>
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install an action bound to the up arrow key, which calls the
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<function>_move_up()</function> function when that key is pressed,
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you would do:</para>
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<informalexample>
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<programlisting>
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@ -191,8 +199,10 @@ clutter_binding_pool_install_action (binding_pool,
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</programlisting>
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</informalexample>
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<para>Another example, binding up + Shift + Control to an action which
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calls _move_up_shift_control when activated:</para>
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<para>Another example, binding up arrow +
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<keycap>Shift</keycap> + <keycap>Ctrl</keycap> to an action
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which calls <function>_move_up_shift_control()</function> when
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activated:</para>
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<informalexample>
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<programlisting>
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@ -206,8 +216,8 @@ clutter_binding_pool_install_action (binding_pool,
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</programlisting>
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</informalexample>
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<para>The function called when an action is activated looks like this
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(for _move_up):</para>
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<para>The function called when an action is activated looks
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like this (for <function>_move_up()</function>):</para>
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<informalexample>
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<programlisting>
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@ -223,8 +233,8 @@ _move_up (GObject *instance,
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</programlisting>
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</informalexample>
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<para>Then bind the key-press-event for the actor (in our case,
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the stage) to a callback:</para>
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<para>Then bind the <emphasis>key-press-event</emphasis> signal
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for the actor (in our case, the stage) to a callback:</para>
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<informalexample>
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<programlisting>
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@ -258,13 +268,13 @@ _key_press_cb (ClutterActor *actor,
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</programlisting>
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</informalexample>
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<para>Now, when a key plus modifiers that has been bound to an action
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is pressed on the actor, the appropriate action is activated.</para>
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<para>Now, when a key + modifiers that have been bound to an action
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are pressed on the actor, the appropriate action is activated.</para>
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</section>
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</section>
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<section>
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<section id="events-handling-key-events-discussion">
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<title>Discussion</title>
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<section>
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@ -285,9 +295,10 @@ _key_press_cb (ClutterActor *actor,
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<para>In addition, Solution 2 lets you write a single callback to
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handle all key press events for all actors. This callback could then
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use clutter_binding_pool_find (as in the example code) to determine
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which binding pool to activate (depending on which actor received the
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key press event).</para>
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use <function>clutter_binding_pool_find()</function>
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(as in the example code) to determine which binding pool to
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activate (depending on which actor received the key press
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event).</para>
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<para>Finally, a binding pool allows you to block and unblock actions.
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This means you can make the response to a key press event conditional
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@ -305,17 +316,19 @@ _key_press_cb (ClutterActor *actor,
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<itemizedlist>
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<listitem>
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<para>A ClutterKeyEvent contains only a <emphasis>single</emphasis>
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key value, plus possibly one or more modifier keys (like Shift,
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Control, Alt etc.). There are no functions in the
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Clutter API which return events for tracking near-simultaneous
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presses on multiple keys.</para>
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<para>A <type>ClutterKeyEvent</type> contains only a
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<emphasis>single</emphasis> key value, plus possibly one
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or more modifier keys (like <keycap>Shift</keycap>,
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<keycap>Ctrl</keycap>, <keycap>Alt</keycap> etc.).
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There are no functions in the Clutter API which return
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events for tracking near-simultaneous presses on multiple
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keys.</para>
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</listitem>
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<listitem>
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<para>By default, the stage receives all key events.
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To make another actor receive key events, use
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clutter_stage_set_key_focus:</para>
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<function>clutter_stage_set_key_focus()</function>:</para>
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<informalexample>
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<programlisting>
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@ -27,8 +27,8 @@
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<section>
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<title>Solution</title>
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<para>Create a ClutterCairoTexture, then draw onto the Cairo context
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it wraps using the Cairo API:</para>
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<para>Create a <type>ClutterCairoTexture</type>, then draw onto
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the Cairo context it wraps using the Cairo API:</para>
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<informalexample>
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<programlisting>
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@ -64,9 +64,11 @@ cairo_destroy (cr);
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<section>
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<title>Discussion</title>
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<para>A ClutterCairoTexture is a standard ClutterActor, so it can be
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added to ClutterContainers (e.g. a ClutterStage or ClutterGroup),
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animated, resized etc. in the usual ways.</para>
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<para>A <type>ClutterCairoTexture</type> is a standard
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<type>ClutterActor</type>, so it can be added to a
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<type>ClutterContainer</type> (e.g. a <type>ClutterStage</type>
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or <type>ClutterGroup</type>), animated, resized etc. in the
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usual ways.</para>
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<para>Other useful operations:</para>
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@ -74,24 +76,24 @@ cairo_destroy (cr);
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<listitem>
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<para><emphasis>To draw on part of the texture:</emphasis>
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use <function>clutter_cairo_texture_create_region</function> to
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use <function>clutter_cairo_texture_create_region()</function> to
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retrieve a Cairo context for the region you want to draw on.</para>
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</listitem>
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<listitem>
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<para><emphasis>To clear existing content from a texture:</emphasis>
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use <function>clutter_cairo_texture_clear</function>.</para>
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use <function>clutter_cairo_texture_clear()</function>.</para>
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<para>You may need to do this as the texture reuses the same
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Cairo context each time you call
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<function>clutter_cairo_texture_create</function> or
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<function>clutter_cairo_texture_create_region</function>.</para>
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<function>clutter_cairo_texture_create()</function> or
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<function>clutter_cairo_texture_create_region()</function>.</para>
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</listitem>
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<listitem>
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<para><emphasis>To resize the Cairo context wrapped
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by a texture</emphasis>, use
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<function>clutter_cairo_texture_set_surface_size</function>.</para>
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<function>clutter_cairo_texture_set_surface_size()</function>.</para>
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</listitem>
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</itemizedlist>
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@ -145,10 +147,11 @@ cairo_destroy (cr);
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</informalexample>
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<para>Note that if the page is larger than the Cairo context,
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some of it might not be visible. Similarly, if the ClutterCairoTexture
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is larger than the stage, some of that might not be visible. So you
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may need to do some work to make the ClutterCairoTexture fit
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inside the stage properly (e.g. resize the stage), and/or some work
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some of it might not be visible. Similarly, if the
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<type>ClutterCairoTexture</type> is larger than the stage,
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some of that might not be visible. So you
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may need to do some work to make the <type>ClutterCairoTexture</type>
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fit inside the stage properly (e.g. resize the stage), and/or some work
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to make the PDF page sit inside the Cairo context (e.g. scale the PDF
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page or put it inside a scrollable actor).</para>
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@ -174,8 +177,8 @@ cairo_destroy (cr);
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<para>Set the texture to keep the aspect ratio of the
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underlying image (so it doesn't distort when it's scaled); use
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the actor's request-mode property to set the correct
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geometry management (see the discussion section); then
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the actor's <property>request-mode</property> property to set
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the correct geometry management (see the discussion section); then
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resize the texture along one dimension (height or width).
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Now, when an image is loaded into the texture, the image is
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scaled to fit the set height or width; the other dimension
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@ -210,20 +213,20 @@ clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
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<section>
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<title>Discussion</title>
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<para>The request mode for an actor determines how
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geometry requisition is performed; in this case, this
|
||||
<para>The <property>request-mode</property> for an actor
|
||||
determines how geometry requisition is performed; in this case, this
|
||||
includes how scaling is applied if you change the actor's
|
||||
width or height. There are two possible values for
|
||||
request-mode:</para>
|
||||
|
||||
<orderedlist>
|
||||
<listitem>
|
||||
<para>If set to <emphasis>CLUTTER_REQUEST_HEIGHT_FOR_WIDTH</emphasis>
|
||||
<para>If set to <constant>CLUTTER_REQUEST_HEIGHT_FOR_WIDTH</constant>
|
||||
(the default), changing the width causes the height
|
||||
to be scaled by the same factor as the width.</para>
|
||||
</listitem>
|
||||
<listitem>
|
||||
<para>If set to <emphasis>CLUTTER_REQUEST_WIDTH_FOR_HEIGHT</emphasis>,
|
||||
<para>If set to <constant>CLUTTER_REQUEST_WIDTH_FOR_HEIGHT</constant>,
|
||||
changing the height causes the width to be scaled by the
|
||||
same factor as the height.</para>
|
||||
</listitem>
|
||||
@ -231,21 +234,22 @@ clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
|
||||
|
||||
<para>In the example above, the texture is set to keep its
|
||||
aspect ratio then fixed to a width of 300 pixels; the
|
||||
request-mode is set to CLUTTER_REQUEST_HEIGHT_FOR_WIDTH. If a
|
||||
standard, photo-sized image in landscape orientation were
|
||||
request-mode is set to <constant>CLUTTER_REQUEST_HEIGHT_FOR_WIDTH</constant>.
|
||||
If a standard, photo-sized image in landscape orientation were
|
||||
loaded into it (2848 pixels wide x 2136 high), it would be scaled
|
||||
down to 300 pixels wide; then, its height would be scaled by the
|
||||
same factor as the width (i.e. scaled down to 225 pixels).</para>
|
||||
|
||||
<para>With request-mode set to CLUTTER_REQUEST_WIDTH_FOR_HEIGHT,
|
||||
<para>With request-mode set to
|
||||
<constant>CLUTTER_REQUEST_WIDTH_FOR_HEIGHT</constant>,
|
||||
you would get the same effect by setting the height first;
|
||||
then, computation of the width for the scaled image would be
|
||||
based on the scaling factor applied to its height instead.</para>
|
||||
|
||||
<para>You can work out which side of the source image is longest using
|
||||
clutter_texture_base_size() to get its width and height. This can
|
||||
be useful when trying to scale images with different orientations
|
||||
to fit into uniform rows or columns:</para>
|
||||
<function>clutter_texture_base_size()</function> to get its
|
||||
width and height. This can be useful when trying to scale images
|
||||
with different orientations to fit into uniform rows or columns:</para>
|
||||
|
||||
<informalexample>
|
||||
<programlisting>
|
||||
@ -259,8 +263,9 @@ clutter_texture_get_base_size (CLUTTER_TEXTURE (texture), &width, &height);
|
||||
</informalexample>
|
||||
|
||||
<note><para>If you explicitly set the size (both width and height)
|
||||
of a texture with clutter_actor_set_size() (or
|
||||
with clutter_actor_set_width() and clutter_actor_set_height()), any
|
||||
of a texture with <function>clutter_actor_set_size()</function> (or
|
||||
with <function>clutter_actor_set_width()</function> and
|
||||
<function>clutter_actor_set_height()</function>), any
|
||||
image loaded into the texture is automatically stretched/shrunk to
|
||||
fit the texture. This is the case regardless of any other settings
|
||||
(like whether to keep aspect ratio).</para></note>
|
||||
@ -285,7 +290,8 @@ clutter_texture_get_base_size (CLUTTER_TEXTURE (texture), &width, &height);
|
||||
<section>
|
||||
<title>Solution</title>
|
||||
|
||||
<para>Create a ClutterTexture directly from an image file:</para>
|
||||
<para>Create a <type>ClutterTexture</type> directly from an
|
||||
image file:</para>
|
||||
|
||||
<informalexample>
|
||||
<programlisting>
|
||||
@ -378,11 +384,12 @@ if (error != NULL)
|
||||
|
||||
<itemizedlist>
|
||||
<listitem>
|
||||
<para>Call g_thread_init() (from the GLib library) prior
|
||||
to calling clutter_init(), so that a local thread is used
|
||||
to load the file, rather than the main loop. (Note that
|
||||
this is not necessary if you're using GLib version >= 2.24,
|
||||
since GObject initializes threading with the type system.)</para>
|
||||
<para>Call <function>g_thread_init()</function> (from the
|
||||
GLib library) prior to calling <function>clutter_init()</function>,
|
||||
so that a local thread is used to load the file, rather
|
||||
than the main loop. (Note that this is not necessary if
|
||||
you're using GLib version >= 2.24, since GObject
|
||||
initializes threading with the type system.)</para>
|
||||
</listitem>
|
||||
<listitem>
|
||||
<para>Set the texture to load data asynchronously.</para>
|
||||
@ -462,16 +469,18 @@ main (int argc, char *argv[])
|
||||
|
||||
<itemizedlist>
|
||||
<listitem>
|
||||
<para>Various GNOME libraries provide image data in GdkPixbuf
|
||||
structures; clutter-gtk has functions for
|
||||
creating or setting a texture from a GdkPixbuf:
|
||||
gtk_clutter_texture_new_from_pixbuf()
|
||||
and gtk_clutter_texture_set_from_pixbuf() respectively.</para>
|
||||
<para>Various GNOME libraries provide image data in
|
||||
<type>GdkPixbuf</type> structures; clutter-gtk has
|
||||
functions for creating or setting a texture from a
|
||||
<type>GdkPixbuf</type>:
|
||||
<function>gtk_clutter_texture_new_from_pixbuf()</function>
|
||||
and <function>gtk_clutter_texture_set_from_pixbuf()</function>
|
||||
respectively.</para>
|
||||
</listitem>
|
||||
<listitem>
|
||||
<para>If you have raw RGB pixel data, ClutterTexture also has
|
||||
the clutter_texture_set_from_rgb_data() method for loading
|
||||
it.</para>
|
||||
<para>If you have raw RGB pixel data, <type>ClutterTexture</type>
|
||||
also has a <function>clutter_texture_set_from_rgb_data()</function>
|
||||
function for loading it.</para>
|
||||
</listitem>
|
||||
</itemizedlist>
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user