<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN" "http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd"> <chapter id="actors"> <title>Actors</title> <epigraph> <attribution>Edmon Gween, actor, on his deathbed</attribution> <para>An actor's a guy who if you ain't talkin' about him, ain't listening.</para> </epigraph> <section id="actors-introduction"> <title>Introduction</title> <para>When building a User Interface with Clutter, the visible part of the UI — that is, what is displayed on the screen — is commonly referred to as "the scene graph". Like every graph, a scene graph is composed by nodes.</para> <para>Every node on the Clutter scene graph is an <emphasis>actor</emphasis>. Every actor has a single relationship with the others: it can be the parent of another actor, or a child of another actor.</para> <note><para>The stage is an actor that can have children but cannot have any parent.</para></note> <para>Actors have different attributes: a position, a size, a scale factor, a rotation angle on each axis (relative to a specific center on the normal plane for that axis), an opacity factor.</para> <para>The scene graph is not fixed: it can be changed, not only by adding or removing actors, but also by changing the parent-child relationship: it is possible, for instance, to move an entire section of the scene graph from one parent actor to another.</para> </section> <section id="actors-allocation-notify"> <title>Knowing when an actor's position or size changes</title> <section> <title>Problem</title> <para>You want to know when the position or the size, or both, of an actor change, for instance to update an unrelated actor or some internal state.</para> </section> <section> <title>Solution</title> <para>You can use the <emphasis>notify</emphasis> signal, detailed with the coordinate or the dimension you want to know has changed:</para> <informalexample> <programlisting> g_signal_connect (actor, "notify::x", G_CALLBACK (on_x_changed), NULL); g_signal_connect (actor, "notify::height", G_CALLBACK (on_height_changed), NULL); g_signal_connect (actor, "notify::depth", G_CALLBACK (on_depth_changed), NULL); </programlisting> </informalexample> <para>If you want to know if any of the coordinates or dimensions of an actor have been changed, except for depth, you can use the <emphasis>allocation-changed</emphasis> signal:</para> <informalexample> <programlisting> g_signal_connect (actor, "allocation-changed", G_CALLBACK (on_allocation_changed), NULL); </programlisting> </informalexample> <para>The signature for the handler of the "notify" signal is:</para> <informalexample> <programlisting> void on_notify (GObject *gobject, GParamSpec *pspec, gpointer user_data); </programlisting> </informalexample> <para>While the signature for the handler of the "allocation-changed" signal is:</para> <informalexample> <programlisting> void on_allocation_changed (ClutterActor *actor, const ClutterActorBox *allocation, ClutterAllocationFlags flags, gpointer user_data); </programlisting> </informalexample> </section> <section> <title>Discussion</title> <para>Any change the position and size of an actor will cause a change in the allocation of the actor itself. This will update the values of the <property>x</property>, <property>y</property>, <property>width</property> and <property>height</property> properties as well.</para> <para>The first technique allows a greater deal of granularity, allowing you to know what exactly changed. Inside the callback for the signal you can query the value of the property:</para> <informalexample> <programlisting> void on_x_changed (GObject *gobject, GParamSpec *pspec, gpointer user_data) { gint x_value = 0; /* Round the X coordinate to the nearest pixel */ x_value = floorf (clutter_actor_get_x (CLUTTER_ACTOR (gobject))) + 0.5; g_print ("The new X coordinate is '%d' pixels\n", x_value); } </programlisting> </informalexample> <para>The second technique is more indicated if you want to get notification that any of the positional or dimensional attributes changed, except for the depth:</para> <informalexample> <programlisting> void on_allocation_changed (ClutterActor *actor, const ClutterActorBox *allocation, ClutterAllocationFlags flags, gpointer user_data) { g_print ("The bounding box is now: (%.2f, %.2f) (%.2f x %.2f)\n", clutter_actor_box_get_x (allocation), clutter_actor_box_get_y (allocation), clutter_actor_box_get_width (allocation), clutter_actor_box_get_height (allocation)); } </programlisting> </informalexample> <para>All actors will update these properties when their size or position change.</para> <para>Note that the stage, on the other hand, will not notify on position changes, so it is not possible to use the <property>x</property> and <property>y</property> properties to know that the platform-specific window embedding the stage has been moved — if the platform supports a windowing system. In order to achieve that you will have to use backend-specific API to extract the surface used by the stage and then platform-specific API to retrieve its coordinates.</para> </section> </section> <section id="actors-paint-wrappers"> <title>Overriding the paint sequence</title> <section> <title>Problem</title> <para>You want to override the way an actor paints itself without creating a subclass.</para> </section> <section> <title>Solution</title> <para>You can use the <emphasis>paint</emphasis> signal to invoke a callback that will be executed before the actor's paint implementation:</para> <informalexample> <programlisting> g_signal_connect (actor, "paint", G_CALLBACK (on_paint), NULL); </programlisting> </informalexample> <para>You can paint something after the actor's paint implementation by using the <function>g_signal_connect_after()</function> function instead of <function>g_signal_connect()</function>:</para> <informalexample> <programlisting> g_signal_connect_after (actor, "paint", G_CALLBACK (on_paint_after), NULL); </programlisting> </informalexample> <para>The signature for the handler of the "paint" signal is:</para> <informalexample> <programlisting> void on_paint (ClutterActor *actor, gpointer user_data); </programlisting> </informalexample> </section> <section> <title>Discussion</title> <para>The paint cycle in Clutter works its way recursively from the stage through every child.</para> <para>Whenever an Actor is going to be painted it will be positioned in a new frame of reference according to the list of transformations (scaling, rotation and additional translations). After that, the "paint" signal will be emitted.</para> <para>The "paint" signal is defined as <emphasis>run-last</emphasis>, that is the signal handlers connected to it using <function>g_signal_connetc()</function> will be called first; then the default handler defined by the Actor's sub-class will be called; finally, all the signal handlers connected to the signal using <function>g_signal_connect_after()</function> will be called.</para> <para>This allows pre- and post-default paint handlers, and it also allows completely overriding the way an Actor draws itself by default; for instance:</para> <informalexample> <programlisting> void on_paint (ClutterActor *actor) { do_my_paint (actor); g_signal_stop_emission_by_name (actor, "paint"); } </programlisting> </informalexample> <para>The code above will prevent the default paint implementation of the actor from running.</para> </section> </section> <section id="actors-opacity"> <title>Making an actor transparent by changing its opacity</title> <section> <title>Problem</title> <para>You want an actor to be transparent so that other actors are visible through it.</para> </section> <section> <title>Solution</title> <para>Change the actor's <emphasis>opacity</emphasis> so that it is partially (or even fully) transparent:</para> <informalexample> <programlisting> /* 25% transparency */ clutter_actor_set_opacity (actor, 191.25); /* 50% transparency */ clutter_actor_set_opacity (actor, 122.5); /* completely transparent */ clutter_actor_set_opacity (actor, 0); </programlisting> </informalexample> <para>Any actor covered or overlapped by the transparent actor should be visible through it; the Discussion section gives some examples of how visible you can expect the covered or overlapped actor to be.</para> </section> <section> <title>Discussion</title> <para>Opacity is a property of every <type>ClutterActor</type>. It is a float on a scale from 0 (invisible) to 255 (completely opaque). Actors with <code>0 < opacity < 255</code> will have a varying amount of solidity on the stage, so other actors may be visible through them.</para> <para>For example, below are 4 yellow rectangles overlapping a white rectangle on a blue stage:</para> <screenshot> <mediaobject> <imageobject> <imagedata format="PNG" fileref="images/actors-opacity.png" /> </imageobject> <alt> <para>The effect of different opacities levels on an actor's appearance</para> </alt> </mediaobject> </screenshot> <para>The rectangles have the following opacities:</para> <itemizedlist> <listitem> <para>top-left: <code>255</code> (0% transparency)</para> </listitem> <listitem> <para>top-right: <code>191.25</code> (25% transparency)</para> </listitem> <listitem> <para>bottom-right: <code>122.5</code> (50% transparency)</para> </listitem> <listitem> <para>bottom-left: <code>61.25</code> (75% transparency)</para> </listitem> </itemizedlist> <para>Notice how both the stage and the white rectangle are visible through the yellow rectangles.</para> <para>As opacity is a property of every actor, it can be animated like any other GObject property, using any of the approaches in the animation API.</para> <para>The following sections cover some other considerations when working with actor opacity.</para> <section> <title>Container and color opacity</title> <para>If a container has its opacity set, any children of the container have their opacity combined with their parent's opacity. For example, if a parent has an opacity of <code>122.5</code> (50% transparent) and the child also has an opacity of <code>122.5</code>, the child's <emphasis>effective</emphasis> opacity is 25% (<code>opacity = 61.25</code>, and it is 75% transparent).</para> <para>To demonstrate the visual effect of this, here are three rectangles with the same color but different opacity settings, inside parents which also have different opacity settings:</para> <screenshot> <mediaobject> <imageobject> <imagedata format="PNG" fileref="images/actors-opacity-container-affects-opacity.png" /> </imageobject> <alt> <para>How a container's opacity affects the opacity of its children</para> </alt> </mediaobject> </screenshot> <itemizedlist> <listitem> <para>The left-hand rectangle has <code>opacity = 255</code> and is in a <type>ClutterGroup</type> with <code>opacity = 255</code>. This means it is fully opaque.</para> </listitem> <listitem> <para>The middle rectangle has <code>opacity = 255</code> and is in a <type>ClutterGroup</type> with <code>opacity = 122.5</code>. Notice that the parent opacity makes the rectangle appear darker, as the stage colour is showing through from behind.</para> </listitem> <listitem> <para>The right-hand rectangle has <code>opacity = 122.5</code> and is in a <type>ClutterGroup</type> with <code>opacity = 122.5</code>. Notice that the rectangle appears to be even darker, as the stage colour is showing through both the rectangle and its parent.</para> </listitem> </itemizedlist> <para>Similarly, <type>ClutterColor</type> also contains an <varname>alpha</varname> property which governs the transparency of the color. Where an actor can have a color set (e.g. <type>ClutterRectangle</type>) the alpha value of the color also affects the transparency of the actor, for example:</para> <informalexample> <programlisting> <![CDATA[ /* color with 50% transparency */ ClutterColor half_transparent_color = { 255, 0, 0, 122.5 }; ClutterRectangle *actor = clutter_rectangle_new (); /* set actor's transparency to 50% */ clutter_actor_set_opacity (actor, 122.5); /* rectangle will be 25% opaque/75% transparent */ clutter_rectangle_set_color (CLUTTER_RECTANGLE (actor), &half_transparent_color); ]]> </programlisting> </informalexample> </section> <section> <title>Depth and depth order</title> <para>Each actor has two more aspects which affect its apparent opacity:</para> <itemizedlist> <listitem> <para>An actor's <emphasis>depth</emphasis> can have an effect if the stage has fog (a depth cueing effect) turned on. As an actor's depth increases, the actor apparently "recedes" from view and gradually blends into the colour of the stage. This produces an effect similar to making the actor transparent. See the <type>ClutterStage</type> documentation for more details about fog.</para> <para>Depth also needs to be considered if you want one actor to be visible through another: the actor you want to see through a transparent actor must be "deeper" than (or at the same depth as) the transparent actor.</para> </listitem> <listitem> <para>The <emphasis>depth order</emphasis> governs how actors within a <type>ClutterContainer</type> implementation are placed with respect to each other.</para> <note> <para>Depth ordering is not the same thing as depth: depth ordering records relationships between actors at the same depth.</para> </note> <para>If you have two overlapping actors <code>actorA</code> and <code>actorB</code> in a container, and you want <code>actorA</code> (opaque) to be visible through <code>actorB</code> (transparent), you should ensure that <code>actorB</code> is "above" <code>actorA</code> in the depth ordering. You could do this as follows:</para> <informalexample> <programlisting> /* * raise actorB so it is above actorA in the depth order; * NB actorA and actorB both need to be in the same container * for this to work */ clutter_actor_raise (actorB, actorA); </programlisting> </informalexample> <para><function>clutter_actor_raise()</function>, <function>clutter_actor_lower()</function> and related <type>ClutterActor</type> functions set depth ordering on actors; see also <type>ClutterContainer</type>'s <function>clutter_container_raise_child()</function> and <function>clutter_container_lower_child()</function> functions.</para> </listitem> </itemizedlist> </section> </section> </section> <section id="actors-non-rectangular"> <title>Creating an actor with a non-rectangular shape</title> <section> <title>Problem</title> <para>You want to create a <type>ClutterActor</type> subclass, but don't want it to be rectangular; for example, you want a star-shaped actor.</para> </section> <section> <title>Solution</title> <para>Use Cogl primitives to draw the actor.</para> <para>Below is an example of the pick and paint implementations for a star-shaped <type>StarActor</type> class (an extension of <type>ClutterActor</type>).</para> <para>Like <type>ClutterRectangle</type>, it has a private struct internally, which contains a <type>ClutterColor</type> denoting the color it should be painted. This is used to set the Cogl source color.</para> <informalexample> <programlisting> <![CDATA[ static void star_actor_paint (ClutterActor *actor) { ClutterActorBox allocation = { 0, }; gfloat width, height; guint tmp_alpha; /* priv is a private internal struct */ ClutterColor color = STAR_ACTOR (actor)->priv->color; clutter_actor_get_allocation_box (actor, &allocation); clutter_actor_box_get_size (&allocation, &width, &height); tmp_alpha = clutter_actor_get_paint_opacity (actor) * color.alpha / 255; cogl_path_new (); cogl_set_source_color4ub (color.red, color.green, color.blue, tmp_alpha); /* create and store a path describing a star */ cogl_path_move_to (width * 0.5, 0); cogl_path_line_to (width, height * 0.75); cogl_path_line_to (0, height * 0.75); cogl_path_move_to (width * 0.5, height); cogl_path_line_to (0, height * 0.25); cogl_path_line_to (width, height * 0.25); cogl_path_line_to (width * 0.5, height); cogl_path_fill (); } static void star_actor_pick (ClutterActor *actor, const ClutterColor *pick_color) { if (!clutter_actor_should_pick_paint (actor)) return; ClutterActorBox allocation = { 0, }; gfloat width, height; clutter_actor_get_allocation_box (actor, &allocation); clutter_actor_box_get_size (&allocation, &width, &height); cogl_path_new (); cogl_set_source_color4ub (pick_color->red, pick_color->green, pick_color->blue, pick_color->alpha); /* create and store a path describing a star */ cogl_path_move_to (width * 0.5, 0); cogl_path_line_to (width, height * 0.75); cogl_path_line_to (0, height * 0.75); cogl_path_move_to (width * 0.5, height); cogl_path_line_to (0, height * 0.25); cogl_path_line_to (width, height * 0.25); cogl_path_line_to (width * 0.5, height); cogl_path_fill (); } ]]> </programlisting> </informalexample> <para>If you need more information about how to implement your own <type>ClutterActor</type>, see the Clutter reference manual.</para> <para>Note that the code in these two functions is virtually identical: the Discussion section suggests how to remove this redundancy.</para> </section> <section> <title>Discussion</title> <para>The above is one approach to creating a non-rectangular actor. But it's also possible to get a similar effect by subclassing an existing actor (like <type>ClutterRectangle</type>) and giving it a non-rectangular appearance. You could do this by making the underlying rectangle transparent and then drawing on top of it (e.g. using Cairo or Cogl).</para> <para>However, if you then made such an actor reactive, events like mouse button presses would be triggered from anywhere on the underlying rectangle. This is true even if the visible part of the actor only partially fills the rectangle (underneath, it's still a rectangle).</para> <para>The advantage of using Cogl paths is that the reactive area of the actor is defined by the Cogl path. So if you have a star-shaped actor, only clicks (or other events) directly on the star will have any effect on it.</para> <section> <title>Cogl path coordinates</title> <para>In the example shown, <function>cogl_path_move_to()</function> and <function>cogl_path_line_to()</function> are used. These take absolute <code>x</code> and <code>y</code> coordinates as arguments, relative to the GL 'modelview' transform matrix; in the case of an actor's <function>paint</function> implementation, relative to the bounding box for the actor. So if an actor has width and height of 50 pixels, and you used <function>cogl_move_to (25, 25)</function> in its <function>paint</function> implementation, the "pen" moves to the centre of the actor, regardless of where the actor is positioned on the stage. Similarly, using <function>cogl_path_line_to()</function> creates a line segment from the current pen position to the absolute coordinates (<code>x</code>, <code>y</code>) specified.</para> <para>The Cogl API also provides various "rel" variants of the path functions (e.g. <function>cogl_path_rel_line_to()</function>), which create path segments relative to the current pen position (i.e. <code>pen_x + x</code>, <code>pen_y + y</code>).</para> <para>It's important to note that the path isn't drawn until you call <function>cogl_path_stroke()</function> (to draw the path segments) or <function>cogl_path_fill()</function> (to fill the area enclosed by the path). The path is cleared once it's been drawn. Using the <function>*_preserve</function> variants of these functions draws the path and retains it (so it could be drawn again).</para> </section> <section> <title>Other Cogl primitives</title> <para>Note that the Cogl primitives API provides other types of path segment beyond straight lines that we didn't use here, including:</para> <itemizedlist> <listitem> <para>Bezier curves (<function>cogl_path_curve_to()</function>)</para> </listitem> <listitem> <para>Arcs (<function>cogl_path_arc()</function>)</para> </listitem> <listitem> <para>Polygons (<function>cogl_path_polygon()</function>)</para> </listitem> <listitem> <para>Rectangles (<function>cogl_path_rectangle()</function>)</para> </listitem> <listitem> <para>Rectangles with rounded corners (<function>cogl_path_round_rectangle()</function>)</para> </listitem> <listitem> <para>Ellipses (<function>cogl_path_ellipse()</function>)</para> </listitem> </itemizedlist> <para>If you need more flexibility than is available in the Cogl path API, you can make direct use of the <type>CoglVertexBuffer</type> API instead. This is a lower-level API, but could potentially be used to draw more complex shapes.</para> </section> <section> <title>Using <type>ClutterPath</type> to store the path</title> <para>The disadvantage of the code above is that the paths are stored in two places: once for <function>pick</function>, and once for <function>paint</function>. It would make sense to store the path in one place and reference it from both of these functions to prevent duplication.</para> <para>Clutter provides a <type>ClutterPath</type> API for storing generic path descriptions. It can be used to describe paths which translate to Cogl or Cairo paths, and can also be used to describe animation paths.</para> <para>We can use a <type>ClutterPath</type> instance stored inside the actor to define the path for <function>pick</function> and <function>paint</function>; then, inside those functions, we translate the <type>ClutterPath</type> into Cogl path function calls (NB <type>ClutterPath</type> is effectively a declarative method for defining a path, while the Cogl path API is imperative).</para> <para>First we add a <varname>path</varname> member to the private struct for the <type>StarActor</type> class (using standard GObject mechanisms). The <function>init</function> implementation for <type>StarActor</type> creates an empty path:</para> <informalexample> <programlisting> static void star_actor_init (StarActor *self) { self->priv = STAR_ACTOR_GET_PRIVATE (self); self->priv->path = clutter_path_new (); clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE); } </programlisting> </informalexample> <para>One consideration is that the path coordinates need to fit inside the actor's bounding box. So as the actor's allocation changes, <varname>path</varname> also needs to change. We can do this by implementing <function>allocate</function> for the <type>StarActor</type> class:</para> <informalexample> <programlisting> <![CDATA[ static void star_actor_allocate (ClutterActor *actor, const ClutterActorBox *box, ClutterAllocationFlags flags) { ClutterPath *path = STAR_ACTOR (actor)->priv->path; gfloat width, height; clutter_actor_box_get_size (box, &width, &height); /* create and store a path describing a star */ clutter_path_clear (path); clutter_path_add_move_to (path, width * 0.5, 0); clutter_path_add_line_to (path, width, height * 0.75); clutter_path_add_line_to (path, 0, height * 0.75); clutter_path_add_move_to (path, width * 0.5, height); clutter_path_add_line_to (path, 0, height * 0.25); clutter_path_add_line_to (path, width, height * 0.25); clutter_path_add_line_to (path, width * 0.5, height); CLUTTER_ACTOR_CLASS (star_actor_parent_class)->allocate (actor, box, flags); } ]]> </programlisting> </informalexample> <para>This clears then adds segments to the <type>ClutterPath</type> stored with the <type>StarActor</type> instance. The positioning and lengths of the segments are relative to the size of the actor when its allocation changes.</para> <para>The <function>pick</function> and <function>paint</function> functions now reference the <type>ClutterPath</type> (only the <function>pick</function> is shown below); and to turn the path into drawing operations, we implement a <function>star_actor_convert_clutter_path_node()</function> function which takes a <type>ClutterPathNode</type> and converts it into its Cogl equivalent:</para> <informalexample> <programlisting> <![CDATA[ static void star_actor_convert_clutter_path_node (const ClutterPathNode *node, gpointer data) { g_return_if_fail (node != NULL); ClutterKnot knot; switch (node->type) { case CLUTTER_PATH_MOVE_TO: knot = node->points[0]; cogl_path_move_to (knot.x, knot.y); break; case CLUTTER_PATH_LINE_TO: knot = node->points[0]; cogl_path_line_to (knot.x, knot.y); break; default: break; } } static void star_actor_pick (ClutterActor *actor, const ClutterColor *pick_color) { if (!clutter_actor_should_pick_paint (actor)) return; ClutterActorBox allocation = { 0, }; gfloat width, height; ClutterPath *path = STAR_ACTOR (actor)->priv->path; clutter_actor_get_allocation_box (actor, &allocation); clutter_actor_box_get_size (&allocation, &width, &height); cogl_path_new (); cogl_set_source_color4ub (pick_color->red, pick_color->green, pick_color->blue, pick_color->alpha); clutter_path_foreach (path, star_actor_convert_clutter_path_node, NULL); cogl_path_fill (); } ]]> </programlisting> </informalexample> <note> <para>The conversion function only covers <type>ClutterPathNode</type> types encountered in this actor.</para> </note> <para>Instead of converting to Cogl path operations, another alternative would be to use the <function>clutter_path_to_cairo_path()</function> function to write directly from the <type>ClutterPath</type> onto a Cairo context.</para> </section> </section> </section> </chapter>