/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * * Copyright (C) 2006 OpenedHand * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . */ #if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION) #error "Only can be included directly." #endif #ifndef __CLUTTER_ACTOR_H__ #define __CLUTTER_ACTOR_H__ /* clutter-actor.h */ #include #include #include #include #include #include #include #include G_BEGIN_DECLS #define CLUTTER_TYPE_ACTOR_BOX (clutter_actor_box_get_type ()) #define CLUTTER_TYPE_ACTOR (clutter_actor_get_type ()) #define CLUTTER_ACTOR(obj) \ (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_ACTOR, ClutterActor)) #define CLUTTER_ACTOR_CLASS(klass) \ (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_ACTOR, ClutterActorClass)) #define CLUTTER_IS_ACTOR(obj) \ (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_ACTOR)) #define CLUTTER_IS_ACTOR_CLASS(klass) \ (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_ACTOR)) #define CLUTTER_ACTOR_GET_CLASS(obj) \ (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_ACTOR, ClutterActorClass)) /** * CLUTTER_ACTOR_SET_FLAGS: * @a: a #ClutterActor * @f: the #ClutterActorFlags to set * * Sets the given flags on a #ClutterActor */ #define CLUTTER_ACTOR_SET_FLAGS(a,f) (((ClutterActor*)(a))->flags |= (f)) /** * CLUTTER_ACTOR_UNSET_FLAGS: * @a: a #ClutterActor * @f: the #ClutterActorFlags to unset * * Unsets the given flags on a #ClutterActor */ #define CLUTTER_ACTOR_UNSET_FLAGS(a,f) (((ClutterActor*)(a))->flags &= ~(f)) #define CLUTTER_ACTOR_IS_MAPPED(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_MAPPED) != FALSE) #define CLUTTER_ACTOR_IS_REALIZED(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_REALIZED) != FALSE) #define CLUTTER_ACTOR_IS_VISIBLE(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_VISIBLE) != FALSE) #define CLUTTER_ACTOR_IS_REACTIVE(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_REACTIVE) != FALSE) typedef struct _ClutterActorClass ClutterActorClass; typedef struct _ClutterActorBox ClutterActorBox; typedef struct _ClutterActorPrivate ClutterActorPrivate; /** * ClutterCallback: * @actor: a #ClutterActor * @data: user data * * Generic callback */ typedef void (*ClutterCallback) (ClutterActor *actor, gpointer data); /** * CLUTTER_CALLBACK * @f: a function * * Convenience macro to cast a function to #ClutterCallback */ #define CLUTTER_CALLBACK(f) ((ClutterCallback) (f)) /** * ClutterActorFlags: * @CLUTTER_ACTOR_MAPPED: the actor will be painted (is visible, and inside a toplevel, and all parents visible) * @CLUTTER_ACTOR_REALIZED: the resources associated to the actor have been * allocated * @CLUTTER_ACTOR_REACTIVE: the actor 'reacts' to mouse events emmitting event * signals * @CLUTTER_ACTOR_VISIBLE: the actor has been shown by the application program * * Flags used to signal the state of an actor. */ typedef enum { CLUTTER_ACTOR_MAPPED = 1 << 1, CLUTTER_ACTOR_REALIZED = 1 << 2, CLUTTER_ACTOR_REACTIVE = 1 << 3, CLUTTER_ACTOR_VISIBLE = 1 << 4 } ClutterActorFlags; /** * ClutterActorBox: * @x1: X coordinate of the top left corner * @y1: Y coordinate of the top left corner * @x2: X coordinate of the bottom right corner * @y2: Y coordinate of the bottom right corner * * Bounding box of an actor. The coordinates of the top left and right bottom * corners of an actor. The coordinates of the two points are expressed in * pixels with sub-pixel precision */ struct _ClutterActorBox { gfloat x1; gfloat y1; gfloat x2; gfloat y2; }; GType clutter_actor_box_get_type (void) G_GNUC_CONST; /** * ClutterActor: * @flags: #ClutterActorFlags * * Base class for actors. */ struct _ClutterActor { /*< private >*/ GInitiallyUnowned parent_instance; /*< public >*/ guint32 flags; /*< private >*/ guint32 private_flags; ClutterActorPrivate *priv; }; /** * ClutterActorClass: * @show: signal class handler for #ClutterActor::show; it must chain * up to the parent's implementation * @show_all: virtual function for containers and composite actors, to * determine which children should be shown when calling * clutter_actor_show_all() on the actor. Defaults to calling * clutter_actor_show(). * @hide: signal class handler for #ClutterActor::hide; it must chain * up to the parent's implementation * @hide_all: virtual function for containers and composite actors, to * determine which children should be shown when calling * clutter_actor_hide_all() on the actor. Defaults to calling * clutter_actor_hide(). * @realize: virtual function, used to allocate resources for the actor; * it should chain up to the parent's implementation * @unrealize: virtual function, used to deallocate resources allocated * in ::realize; it should chain up to the parent's implementation * @map: virtual function for containers and composite actors, to * map their children; it must chain up to the parent's implementation * @unmap: virtual function for containers and composite actors, to * unmap their children; it must chain up to the parent's implementation * @paint: virtual function, used to paint the actor * @get_preferred_width: virtual function, used when querying the minimum * and natural widths of an actor for a given height; it is used by * clutter_actor_get_preferred_width() * @get_preferred_height: virtual function, used when querying the minimum * and natural heights of an actor for a given width; it is used by * clutter_actor_get_preferred_height() * @allocate: virtual function, used when settings the coordinates of an * actor; it is used by clutter_actor_allocate() * @parent_set: signal class handler for the #ClutterActor::parent-set * @destroy: signal class handler for #ClutterActor::destroy * @pick: virtual function, used to draw an outline of the actor with * the given color * @queue_redraw: class handler for #ClutterActor::queue-redraw * @event: class handler for #ClutterActor::event * @button_press_event: class handler for #ClutterActor::button-press-event * @button_release_event: class handler for * #ClutterActor::button-release-event * @scroll_event: signal class closure for #ClutterActor::scroll-event * @key_press_event: signal class closure for #ClutterActor::key-press-event * @key_release_event: signal class closure for * #ClutterActor::key-release-event * @motion_event: signal class closure for #ClutterActor::motion-event * @enter_event: signal class closure for #ClutterActor::enter-event * @leave_event: signal class closure for #ClutterActor::leave-event * @captured_event: signal class closure for #ClutterActor::captured-event * @key_focus_in: signal class closure for #ClutterActor::focus-in * @key_focus_out: signal class closure for #ClutterActor::focus-out * * Base class for actors. */ struct _ClutterActorClass { /*< private >*/ GInitiallyUnownedClass parent_class; /*< public >*/ void (* show) (ClutterActor *actor); void (* show_all) (ClutterActor *actor); void (* hide) (ClutterActor *actor); void (* hide_all) (ClutterActor *actor); void (* realize) (ClutterActor *actor); void (* unrealize) (ClutterActor *actor); void (* map) (ClutterActor *actor); void (* unmap) (ClutterActor *actor); void (* paint) (ClutterActor *actor); void (* parent_set) (ClutterActor *actor, ClutterActor *old_parent); void (* destroy) (ClutterActor *actor); void (* pick) (ClutterActor *actor, const ClutterColor *color); void (* queue_redraw) (ClutterActor *actor, ClutterActor *leaf_that_queued); /* size negotiation */ void (* get_preferred_width) (ClutterActor *actor, gfloat for_height, gfloat *min_width_p, gfloat *natural_width_p); void (* get_preferred_height) (ClutterActor *actor, gfloat for_width, gfloat *min_height_p, gfloat *natural_height_p); void (* allocate) (ClutterActor *actor, const ClutterActorBox *box, gboolean absolute_origin_changed); /* event signals */ gboolean (* event) (ClutterActor *actor, ClutterEvent *event); gboolean (* button_press_event) (ClutterActor *actor, ClutterButtonEvent *event); gboolean (* button_release_event) (ClutterActor *actor, ClutterButtonEvent *event); gboolean (* scroll_event) (ClutterActor *actor, ClutterScrollEvent *event); gboolean (* key_press_event) (ClutterActor *actor, ClutterKeyEvent *event); gboolean (* key_release_event) (ClutterActor *actor, ClutterKeyEvent *event); gboolean (* motion_event) (ClutterActor *actor, ClutterMotionEvent *event); gboolean (* enter_event) (ClutterActor *actor, ClutterCrossingEvent *event); gboolean (* leave_event) (ClutterActor *actor, ClutterCrossingEvent *event); gboolean (* captured_event) (ClutterActor *actor, ClutterEvent *event); void (* key_focus_in) (ClutterActor *actor); void (* key_focus_out) (ClutterActor *actor); /*< private >*/ /* padding for future expansion */ gpointer _padding_dummy[32]; }; GType clutter_actor_get_type (void) G_GNUC_CONST; void clutter_actor_set_flags (ClutterActor *self, ClutterActorFlags flags); void clutter_actor_unset_flags (ClutterActor *self, ClutterActorFlags flags); ClutterActorFlags clutter_actor_get_flags (ClutterActor *self); void clutter_actor_show (ClutterActor *self); void clutter_actor_show_all (ClutterActor *self); void clutter_actor_hide (ClutterActor *self); void clutter_actor_hide_all (ClutterActor *self); void clutter_actor_realize (ClutterActor *self); void clutter_actor_unrealize (ClutterActor *self); void clutter_actor_map (ClutterActor *self); void clutter_actor_unmap (ClutterActor *self); void clutter_actor_paint (ClutterActor *self); void clutter_actor_pick (ClutterActor *self, const ClutterColor *color); void clutter_actor_queue_redraw (ClutterActor *self); void clutter_actor_queue_relayout (ClutterActor *self); void clutter_actor_destroy (ClutterActor *self); /* size negotiation */ void clutter_actor_get_preferred_width (ClutterActor *self, gfloat for_height, gfloat *min_width_p, gfloat *natural_width_p); void clutter_actor_get_preferred_height (ClutterActor *self, gfloat for_width, gfloat *min_height_p, gfloat *natural_height_p); void clutter_actor_get_preferred_size (ClutterActor *self, gfloat *min_width_p, gfloat *min_height_p, gfloat *natural_width_p, gfloat *natural_height_p); void clutter_actor_allocate (ClutterActor *self, const ClutterActorBox *box, gboolean absolute_origin_changed); void clutter_actor_allocate_preferred_size (ClutterActor *self, gboolean absolute_origin_changed); void clutter_actor_get_allocation_coords (ClutterActor *self, gint *x_1, gint *y_1, gint *x_2, gint *y_2); void clutter_actor_get_allocation_box (ClutterActor *self, ClutterActorBox *box); void clutter_actor_get_allocation_geometry (ClutterActor *self, ClutterGeometry *geom); void clutter_actor_get_allocation_vertices (ClutterActor *self, ClutterActor *ancestor, ClutterVertex verts[4]); void clutter_actor_set_geometry (ClutterActor *self, const ClutterGeometry *geometry); void clutter_actor_get_geometry (ClutterActor *self, ClutterGeometry *geometry); void clutter_actor_set_size (ClutterActor *self, gfloat width, gfloat height); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); void clutter_actor_get_transformed_size (ClutterActor *self, gfloat *width, gfloat *height); void clutter_actor_set_position (ClutterActor *self, gfloat x, gfloat y); void clutter_actor_get_position (ClutterActor *self, gfloat *x, gfloat *y); void clutter_actor_get_transformed_position (ClutterActor *self, gfloat *x, gfloat *y); gboolean clutter_actor_get_fixed_position_set (ClutterActor *self); void clutter_actor_set_fixed_position_set (ClutterActor *self, gboolean is_set); gfloat clutter_actor_get_width (ClutterActor *self); gfloat clutter_actor_get_height (ClutterActor *self); void clutter_actor_set_width (ClutterActor *self, gfloat width); void clutter_actor_set_height (ClutterActor *self, gfloat height); gfloat clutter_actor_get_x (ClutterActor *self); gfloat clutter_actor_get_y (ClutterActor *self); void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_set_y (ClutterActor *self, gfloat y); void clutter_actor_set_rotation (ClutterActor *self, ClutterRotateAxis axis, gdouble angle, gfloat x, gfloat y, gfloat z); void clutter_actor_set_z_rotation_from_gravity (ClutterActor *self, gdouble angle, ClutterGravity gravity); gdouble clutter_actor_get_rotation (ClutterActor *self, ClutterRotateAxis axis, gfloat *x, gfloat *y, gfloat *z); ClutterGravity clutter_actor_get_z_rotation_gravity (ClutterActor *self); void clutter_actor_set_opacity (ClutterActor *self, guint8 opacity); guint8 clutter_actor_get_opacity (ClutterActor *self); guint8 clutter_actor_get_paint_opacity (ClutterActor *self); gboolean clutter_actor_get_paint_visibility (ClutterActor *self); void clutter_actor_set_name (ClutterActor *self, const gchar *name); G_CONST_RETURN gchar *clutter_actor_get_name (ClutterActor *self); guint32 clutter_actor_get_gid (ClutterActor *self); void clutter_actor_set_clip (ClutterActor *self, gfloat xoff, gfloat yoff, gfloat width, gfloat height); void clutter_actor_remove_clip (ClutterActor *self); gboolean clutter_actor_has_clip (ClutterActor *self); void clutter_actor_get_clip (ClutterActor *self, gfloat *xoff, gfloat *yoff, gfloat *width, gfloat *height); void clutter_actor_set_parent (ClutterActor *self, ClutterActor *parent); ClutterActor * clutter_actor_get_parent (ClutterActor *self); void clutter_actor_reparent (ClutterActor *self, ClutterActor *new_parent); void clutter_actor_unparent (ClutterActor *self); ClutterActor* clutter_actor_get_stage (ClutterActor *actor); void clutter_actor_raise (ClutterActor *self, ClutterActor *below); void clutter_actor_lower (ClutterActor *self, ClutterActor *above); void clutter_actor_raise_top (ClutterActor *self); void clutter_actor_lower_bottom (ClutterActor *self); void clutter_actor_set_depth (ClutterActor *self, gfloat depth); gfloat clutter_actor_get_depth (ClutterActor *self); void clutter_actor_set_scale (ClutterActor *self, gdouble scale_x, gdouble scale_y); void clutter_actor_set_scale_full (ClutterActor *self, gdouble scale_x, gdouble scale_y, gfloat center_x, gfloat center_y); void clutter_actor_set_scale_with_gravity (ClutterActor *self, gdouble scale_x, gdouble scale_y, ClutterGravity gravity); void clutter_actor_get_scale (ClutterActor *self, gdouble *scale_x, gdouble *scale_y); void clutter_actor_get_scale_center (ClutterActor *self, gfloat *center_x, gfloat *center_y); ClutterGravity clutter_actor_get_scale_gravity (ClutterActor *self); void clutter_actor_move_by (ClutterActor *self, gfloat dx, gfloat dy); void clutter_actor_set_reactive (ClutterActor *actor, gboolean reactive); gboolean clutter_actor_get_reactive (ClutterActor *actor); gboolean clutter_actor_event (ClutterActor *actor, ClutterEvent *event, gboolean capture); ClutterActor * clutter_get_actor_by_gid (guint32 id); gboolean clutter_actor_set_shader (ClutterActor *self, ClutterShader *shader); ClutterShader * clutter_actor_get_shader (ClutterActor *self); void clutter_actor_set_shader_param (ClutterActor *self, const gchar *param, const GValue *value); void clutter_actor_set_shader_param_int (ClutterActor *self, const gchar *param, gint value); void clutter_actor_set_shader_param_float (ClutterActor *self, const gchar *param, gfloat value); void clutter_actor_set_anchor_point (ClutterActor *self, gfloat anchor_x, gfloat anchor_y); void clutter_actor_move_anchor_point (ClutterActor *self, gfloat anchor_x, gfloat anchor_y); void clutter_actor_get_anchor_point (ClutterActor *self, gfloat *anchor_x, gfloat *anchor_y); ClutterGravity clutter_actor_get_anchor_point_gravity (ClutterActor *self); void clutter_actor_set_anchor_point_from_gravity (ClutterActor *self, ClutterGravity gravity); void clutter_actor_move_anchor_point_from_gravity (ClutterActor *self, ClutterGravity gravity); gboolean clutter_actor_transform_stage_point (ClutterActor *self, gfloat x, gfloat y, gfloat *x_out, gfloat *y_out); gboolean clutter_actor_is_rotated (ClutterActor *self); gboolean clutter_actor_is_scaled (ClutterActor *self); gboolean clutter_actor_should_pick_paint (ClutterActor *self); void clutter_actor_box_get_from_vertices (ClutterVertex vtx[4], ClutterActorBox *box); void clutter_actor_get_abs_allocation_vertices (ClutterActor *self, ClutterVertex verts[4]); void clutter_actor_apply_transform_to_point (ClutterActor *self, const ClutterVertex *point, ClutterVertex *vertex); void clutter_actor_apply_relative_transform_to_point (ClutterActor *self, ClutterActor *ancestor, const ClutterVertex *point, ClutterVertex *vertex); void clutter_actor_grab_key_focus (ClutterActor *self); PangoContext *clutter_actor_get_pango_context (ClutterActor *self); PangoContext *clutter_actor_create_pango_context (ClutterActor *self); PangoLayout * clutter_actor_create_pango_layout (ClutterActor *self, const gchar *text); G_END_DECLS #endif /* _HAVE_CLUTTER_ACTOR_H */