Emmanuele Bassi
ebassi@openedhand.com
Implementing a new actor In order to implement a new #ClutterActor subclass the usual machinery for subclassing a GObject should be used. After that, the ClutterActor::query_coords() and ClutterActor::request_coords() virtual functions should be overidden. Optionally, also the ClutterActor::paint() virtual functions should be overridden. The ClutterActor::query_coords() method of a #ClutterActor is invoked when clutter_actor_query_coords() is called on an instance of that actor class. It is used to return a #ClutterActorBox containing the coordinates of the bounding box for the actor (the coordinates of the top left corner and of the bottom right corner of the rectangle that fully contains the actor). Container actors, or composite actors with internal children, should call clutter_actor_query_coords() on each visible child. Remember: the returned coordinates must be relative to the parent actor. This example shows how an actor class should override the query_coords() virtual function of #ClutterActor. In this case, the returned bounding box is the sum of the bounding boxes of all the FooActor children. static void foo_actor_query_coords (ClutterActor *actor, ClutterActorBox *box) { FooActor *foo_actor = FOO_ACTOR (actor); GList *child; guint width, height; /* initialize our size */ width = height = 0; for (l = foo_actor->children; l != NULL; l = l->next) { ClutterActor *child_actor = child->data; /* we return only visible actors */ if (CLUTTER_ACTOR_IS_VISIBLE (child_actor)) { ClutterActorBox child_box; clutter_actor_query_coords (child_actor, &child_box); width += child_box.x2 - child_box.x2; height += child_box.y2 - child_box.y1; } } /* internally, the coordinates are all expressed in generic * "units", but the public API converts them into pixels, * so we need to juggle around with conversions */ box->x2 = box->x1 + CLUTTER_UNITS_FROM_INT (width); box->y2 = box->y1 + CLUTTER_UNITS_FROM_INT (height); } The ClutterActor::request_coords() method of a #ClutterActor is invoked when clutter_actor_request_coords() is called on an instance of that actor class. It is used to set the coordinates of the bounding box for the actor. Container actors, or composite actors with internal children, should call clutter_actor_request_coords() on each visible child. The ClutterActor::paint() method should be overridden if the actor needs to control its drawing process, by using the GL API directly. Actors performing transformations should push the GL matrix first and then pop the GL matrix before returning. Container actors or composite actors with internal children should do the same, and call clutter_actor_paint() on every visible child: static void foo_actor_paint (ClutterActor *actor) { FooActor *foo_actor = FOO_ACTOR (actor); GList *child; glPushMatrix (); for (child = foo_actor->children; child != NULL; child = child->next) { ClutterActor *child_actor = child->data; clutter_actor_paint (child_actor); } glPopMatrix (); }