Unparented actors are owned by the Script instance, and if that goes
away then the actors go away with it. The fact that we needed an
explicit destroy() before was a hint of a memory management issue that I
blissfully - and regretfully - ignored for the sake of a passing test
suite.
Layout properties work similarly to child properties, with the added
headache that they require the 3-tuple:
( layout manager, container, actor )
to be valid in order to be inspected, parsed and applied. This means
using the newly added back-pointer from the container to the layout
manager and then rejigging a bit how the ScriptParser handles the
unresolved properties.
Similarly to the child properties, which use the "child::" prefix, the
layout manager properties use the "layout::" prefix and are defined with
the child of a container holding a layout manager.
The ClutterScript parser needs to be extended to parse child properties
and apply them after an actor has been added to a container. In order to
distinguish child properties from regular GObject properties we can use
the "child::" prefix, e.g.:
{
"type" : "ClutterRectangle",
"id" : "child-01",
"child::has-focus" : true,
...
}
Parsing child properties can be deferred to the ClutterScriptable
interface, just like regular properties.
All the ClutterColor parsing rules should be coalesced inside
clutter_script_parse_color(): object, array and string notations
are the canonical ways of defining a ClutterColor inside a
ClutterScript definition. Having a single function in charge of
the parsing cleans up the code.
ClutterScript is a very complicated piece of machinery, with a
parser that has custom variations on top of the basic JSON
format; it could also be extended in the future, so if we don't
want to introduce regressions or break existing ClutterScript
definitions, we'd better have a conformance test suite.