/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * * Copyright (C) 2006, 2007, 2008 OpenedHand Ltd * Copyright (C) 2009, 2010 Intel Corp * * 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 G_BEGIN_DECLS #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 _ClutterActorPrivate ClutterActorPrivate; /** * ClutterCallback: * @actor: a #ClutterActor * @data: (closure): 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)) /** * 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(). This virtual function is deprecated and it * should not be overridden. * @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(). This virtual function is deprecated and it * should not be overridden. * @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. * Overriding this function is optional. * @unmap: virtual function for containers and composite actors, to * unmap their children; it must chain up to the parent's implementation. * Overriding this function is optional. * @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(); it must chain up to * the parent's implementation * @apply_transform: virtual function, used when applying the transformations * to an actor before painting it or when transforming coordinates or * the allocation; it must chain up to the parent's implementation * @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::key-focus-in * @key_focus_out: signal class closure for #ClutterActor::key-focus-out * @queue_relayout: class handler for #ClutterActor::queue-relayout * @get_accessible: virtual function, returns the accessible object that * describes the actor to an assistive technology. * @get_paint_volume: virtual function, for sub-classes to define their * #ClutterPaintVolume * @has_overlaps: virtual function for * sub-classes to advertise whether they need an offscreen redirect * to get the correct opacity. See * clutter_actor_set_offscreen_redirect() for details. * @paint_node: virtual function for creating paint nodes and attaching * them to the render tree * @touch_event: signal class closure for #ClutterActor::touch-event * * Base class for actors. */ struct _ClutterActorClass { /*< private >*/ GInitiallyUnownedClass parent_class; /*< public >*/ void (* show) (ClutterActor *self); void (* show_all) (ClutterActor *self); void (* hide) (ClutterActor *self); void (* hide_all) (ClutterActor *self); void (* realize) (ClutterActor *self); void (* unrealize) (ClutterActor *self); void (* map) (ClutterActor *self); void (* unmap) (ClutterActor *self); void (* paint) (ClutterActor *self); void (* parent_set) (ClutterActor *actor, ClutterActor *old_parent); void (* destroy) (ClutterActor *self); void (* pick) (ClutterActor *actor, const ClutterColor *color); void (* queue_redraw) (ClutterActor *actor, ClutterActor *leaf_that_queued); /* size negotiation */ void (* get_preferred_width) (ClutterActor *self, gfloat for_height, gfloat *min_width_p, gfloat *natural_width_p); void (* get_preferred_height) (ClutterActor *self, gfloat for_width, gfloat *min_height_p, gfloat *natural_height_p); void (* allocate) (ClutterActor *self, const ClutterActorBox *box, ClutterAllocationFlags flags); /* transformations */ void (* apply_transform) (ClutterActor *actor, ClutterMatrix *matrix); /* 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); void (* queue_relayout) (ClutterActor *self); /* accessibility support */ AtkObject * (* get_accessible) (ClutterActor *self); gboolean (* get_paint_volume) (ClutterActor *actor, ClutterPaintVolume *volume); gboolean (* has_overlaps) (ClutterActor *self); void (* paint_node) (ClutterActor *self, ClutterPaintNode *root); gboolean (* touch_event) (ClutterActor *self, ClutterTouchEvent *event); /*< private >*/ /* padding for future expansion */ gpointer _padding_dummy[26]; }; /** * ClutterActorIter: * * An iterator structure that allows to efficiently iterate over a * section of the scene graph. * * The contents of the ClutterActorIter structure * are private and should only be accessed using the provided API. * * Since: 1.10 */ struct _ClutterActorIter { /*< private >*/ gpointer CLUTTER_PRIVATE_FIELD (dummy1); gpointer CLUTTER_PRIVATE_FIELD (dummy2); gpointer CLUTTER_PRIVATE_FIELD (dummy3); gint CLUTTER_PRIVATE_FIELD (dummy4); gpointer CLUTTER_PRIVATE_FIELD (dummy5); }; GType clutter_actor_get_type (void) G_GNUC_CONST; ClutterActor * clutter_actor_new (void); 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_hide (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_continue_paint (ClutterActor *self); void clutter_actor_queue_redraw (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_queue_redraw_with_clip (ClutterActor *self, const cairo_rectangle_int_t *clip); void clutter_actor_queue_relayout (ClutterActor *self); void clutter_actor_destroy (ClutterActor *self); void clutter_actor_set_name (ClutterActor *self, const gchar *name); const gchar * clutter_actor_get_name (ClutterActor *self); AtkObject * clutter_actor_get_accessible (ClutterActor *self); /* Size negotiation */ void clutter_actor_set_request_mode (ClutterActor *self, ClutterRequestMode mode); ClutterRequestMode clutter_actor_get_request_mode (ClutterActor *self); 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, ClutterAllocationFlags flags); void clutter_actor_allocate_preferred_size (ClutterActor *self, ClutterAllocationFlags flags); void clutter_actor_allocate_available_size (ClutterActor *self, gfloat x, gfloat y, gfloat available_width, gfloat available_height, ClutterAllocationFlags flags); void clutter_actor_allocate_align_fill (ClutterActor *self, const ClutterActorBox *box, gdouble x_align, gdouble y_align, gboolean x_fill, gboolean y_fill, ClutterAllocationFlags flags); void clutter_actor_set_allocation (ClutterActor *self, const ClutterActorBox *box, ClutterAllocationFlags flags); void clutter_actor_get_allocation_box (ClutterActor *self, ClutterActorBox *box); void clutter_actor_get_allocation_vertices (ClutterActor *self, ClutterActor *ancestor, ClutterVertex verts[]); gboolean clutter_actor_has_allocation (ClutterActor *self); 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_set_position (ClutterActor *self, gfloat x, gfloat y); void clutter_actor_get_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); void clutter_actor_move_by (ClutterActor *self, gfloat dx, gfloat dy); /* Actor geometry */ 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); CLUTTER_AVAILABLE_IN_1_12 void clutter_actor_set_z_position (ClutterActor *self, gfloat z_position); CLUTTER_AVAILABLE_IN_1_12 gfloat clutter_actor_get_z_position (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_layout_manager (ClutterActor *self, ClutterLayoutManager *manager); CLUTTER_AVAILABLE_IN_1_10 ClutterLayoutManager * clutter_actor_get_layout_manager (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_x_align (ClutterActor *self, ClutterActorAlign x_align); CLUTTER_AVAILABLE_IN_1_10 ClutterActorAlign clutter_actor_get_x_align (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_y_align (ClutterActor *self, ClutterActorAlign y_align); CLUTTER_AVAILABLE_IN_1_10 ClutterActorAlign clutter_actor_get_y_align (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_margin_top (ClutterActor *self, gfloat margin); CLUTTER_AVAILABLE_IN_1_10 gfloat clutter_actor_get_margin_top (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_margin_bottom (ClutterActor *self, gfloat margin); CLUTTER_AVAILABLE_IN_1_10 gfloat clutter_actor_get_margin_bottom (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_margin_left (ClutterActor *self, gfloat margin); CLUTTER_AVAILABLE_IN_1_10 gfloat clutter_actor_get_margin_left (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_margin_right (ClutterActor *self, gfloat margin); CLUTTER_AVAILABLE_IN_1_10 gfloat clutter_actor_get_margin_right (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_margin (ClutterActor *self, const ClutterMargin *margin); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_get_margin (ClutterActor *self, ClutterMargin *margin); CLUTTER_AVAILABLE_IN_1_12 void clutter_actor_set_x_expand (ClutterActor *self, gboolean expand); CLUTTER_AVAILABLE_IN_1_12 gboolean clutter_actor_get_x_expand (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_12 void clutter_actor_set_y_expand (ClutterActor *self, gboolean expand); CLUTTER_AVAILABLE_IN_1_12 gboolean clutter_actor_get_y_expand (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_12 gboolean clutter_actor_needs_expand (ClutterActor *self, ClutterOrientation orientation); /* Paint */ 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_clip_to_allocation (ClutterActor *self, gboolean clip_set); gboolean clutter_actor_get_clip_to_allocation (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_offscreen_redirect (ClutterActor *self, ClutterOffscreenRedirect redirect); ClutterOffscreenRedirect clutter_actor_get_offscreen_redirect (ClutterActor *self); gboolean clutter_actor_should_pick_paint (ClutterActor *self); gboolean clutter_actor_is_in_clone_paint (ClutterActor *self); gboolean clutter_actor_get_paint_box (ClutterActor *self, ClutterActorBox *box); gboolean clutter_actor_has_overlaps (ClutterActor *self); /* Content */ CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_content (ClutterActor *self, ClutterContent *content); CLUTTER_AVAILABLE_IN_1_10 ClutterContent * clutter_actor_get_content (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_content_gravity (ClutterActor *self, ClutterContentGravity gravity); CLUTTER_AVAILABLE_IN_1_10 ClutterContentGravity clutter_actor_get_content_gravity (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_content_scaling_filters (ClutterActor *self, ClutterScalingFilter min_filter, ClutterScalingFilter mag_filter); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_get_content_scaling_filters (ClutterActor *self, ClutterScalingFilter *min_filter, ClutterScalingFilter *mag_filter); CLUTTER_AVAILABLE_IN_1_12 void clutter_actor_set_content_repeat (ClutterActor *self, ClutterContentRepeat repeat); CLUTTER_AVAILABLE_IN_1_12 ClutterContentRepeat clutter_actor_get_content_repeat (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_get_content_box (ClutterActor *self, ClutterActorBox *box); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_background_color (ClutterActor *self, const ClutterColor *color); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_get_background_color (ClutterActor *self, ClutterColor *color); const ClutterPaintVolume * clutter_actor_get_paint_volume (ClutterActor *self); const ClutterPaintVolume * clutter_actor_get_transformed_paint_volume (ClutterActor *self, ClutterActor *relative_to_ancestor); CLUTTER_AVAILABLE_IN_1_10 const ClutterPaintVolume * clutter_actor_get_default_paint_volume (ClutterActor *self); /* Events */ void clutter_actor_set_reactive (ClutterActor *actor, gboolean reactive); gboolean clutter_actor_get_reactive (ClutterActor *actor); gboolean clutter_actor_has_key_focus (ClutterActor *self); void clutter_actor_grab_key_focus (ClutterActor *self); gboolean clutter_actor_event (ClutterActor *actor, const ClutterEvent *event, gboolean capture); gboolean clutter_actor_has_pointer (ClutterActor *self); /* Text */ 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); void clutter_actor_set_text_direction (ClutterActor *self, ClutterTextDirection text_dir); ClutterTextDirection clutter_actor_get_text_direction (ClutterActor *self); /* Actor hierarchy */ CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_add_child (ClutterActor *self, ClutterActor *child); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_insert_child_at_index (ClutterActor *self, ClutterActor *child, gint index_); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_insert_child_above (ClutterActor *self, ClutterActor *child, ClutterActor *sibling); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_insert_child_below (ClutterActor *self, ClutterActor *child, ClutterActor *sibling); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_replace_child (ClutterActor *self, ClutterActor *old_child, ClutterActor *new_child); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_remove_child (ClutterActor *self, ClutterActor *child); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_remove_all_children (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_destroy_all_children (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 GList * clutter_actor_get_children (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 gint clutter_actor_get_n_children (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 ClutterActor * clutter_actor_get_child_at_index (ClutterActor *self, gint index_); CLUTTER_AVAILABLE_IN_1_10 ClutterActor * clutter_actor_get_previous_sibling (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 ClutterActor * clutter_actor_get_next_sibling (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 ClutterActor * clutter_actor_get_first_child (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 ClutterActor * clutter_actor_get_last_child (ClutterActor *self); ClutterActor * clutter_actor_get_parent (ClutterActor *self); gboolean clutter_actor_contains (ClutterActor *self, ClutterActor *descendant); ClutterActor* clutter_actor_get_stage (ClutterActor *actor); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_child_below_sibling (ClutterActor *self, ClutterActor *child, ClutterActor *sibling); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_child_above_sibling (ClutterActor *self, ClutterActor *child, ClutterActor *sibling); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_child_at_index (ClutterActor *self, ClutterActor *child, gint index_); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_iter_init (ClutterActorIter *iter, ClutterActor *root); CLUTTER_AVAILABLE_IN_1_10 gboolean clutter_actor_iter_next (ClutterActorIter *iter, ClutterActor **child); CLUTTER_AVAILABLE_IN_1_10 gboolean clutter_actor_iter_prev (ClutterActorIter *iter, ClutterActor **child); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_iter_remove (ClutterActorIter *iter); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_iter_destroy (ClutterActorIter *iter); CLUTTER_AVAILABLE_IN_1_12 gboolean clutter_actor_iter_is_valid (const ClutterActorIter *iter); /* Transformations */ gboolean clutter_actor_is_rotated (ClutterActor *self); gboolean clutter_actor_is_scaled (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_12 void clutter_actor_set_pivot_point (ClutterActor *self, gfloat pivot_x, gfloat pivot_y); CLUTTER_AVAILABLE_IN_1_12 void clutter_actor_get_pivot_point (ClutterActor *self, gfloat *pivot_x, gfloat *pivot_y); CLUTTER_AVAILABLE_IN_1_12 void clutter_actor_set_pivot_point_z (ClutterActor *self, gfloat pivot_z); CLUTTER_AVAILABLE_IN_1_12 gfloat clutter_actor_get_pivot_point_z (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_12 void clutter_actor_set_rotation_angle (ClutterActor *self, ClutterRotateAxis axis, gdouble angle); CLUTTER_AVAILABLE_IN_1_12 gdouble clutter_actor_get_rotation_angle (ClutterActor *self, ClutterRotateAxis axis); void clutter_actor_set_scale (ClutterActor *self, gdouble scale_x, gdouble scale_y); void clutter_actor_get_scale (ClutterActor *self, gdouble *scale_x, gdouble *scale_y); CLUTTER_AVAILABLE_IN_1_12 void clutter_actor_set_scale_z (ClutterActor *self, gdouble scale_z); CLUTTER_AVAILABLE_IN_1_12 gdouble clutter_actor_get_scale_z (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_12 void clutter_actor_set_translation (ClutterActor *self, gfloat translate_x, gfloat translate_y, gfloat translate_z); CLUTTER_AVAILABLE_IN_1_12 void clutter_actor_get_translation (ClutterActor *self, gfloat *translate_x, gfloat *translate_y, gfloat *translate_z); CLUTTER_AVAILABLE_IN_1_12 void clutter_actor_set_transform (ClutterActor *self, const ClutterMatrix *transform); CLUTTER_AVAILABLE_IN_1_12 void clutter_actor_get_transform (ClutterActor *self, ClutterMatrix *transform); void clutter_actor_get_transformed_position (ClutterActor *self, gfloat *x, gfloat *y); void clutter_actor_get_transformed_size (ClutterActor *self, gfloat *width, gfloat *height); gboolean clutter_actor_transform_stage_point (ClutterActor *self, gfloat x, gfloat y, gfloat *x_out, gfloat *y_out); void clutter_actor_get_abs_allocation_vertices (ClutterActor *self, ClutterVertex verts[]); 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); /* Implicit animations */ CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_save_easing_state (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_restore_easing_state (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_easing_mode (ClutterActor *self, ClutterAnimationMode mode); CLUTTER_AVAILABLE_IN_1_10 ClutterAnimationMode clutter_actor_get_easing_mode (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_easing_duration (ClutterActor *self, guint msecs); CLUTTER_AVAILABLE_IN_1_10 guint clutter_actor_get_easing_duration (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_set_easing_delay (ClutterActor *self, guint msecs); CLUTTER_AVAILABLE_IN_1_10 guint clutter_actor_get_easing_delay (ClutterActor *self); CLUTTER_AVAILABLE_IN_1_10 ClutterTransition * clutter_actor_get_transition (ClutterActor *self, const char *name); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_add_transition (ClutterActor *self, const char *name, ClutterTransition *transition); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_remove_transition (ClutterActor *self, const char *name); CLUTTER_AVAILABLE_IN_1_10 void clutter_actor_remove_all_transitions (ClutterActor *self); G_END_DECLS #endif /* __CLUTTER_ACTOR_H__ */