/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2010 Intel Corporation.
*
* 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 .
*
* Author:
* Emmanuele Bassi
*/
/**
* SECTION:clutter-bind-constraint
* @Title: ClutterBindConstraint
* @Short_Description: A constraint binding the position or size of an actor
*
* #ClutterBindConstraint is a #ClutterConstraint that binds the
* position or the size of the #ClutterActor to which it is applied
* to the the position or the size of another #ClutterActor, or
* "source".
*
* An offset can be applied to the constraint, to avoid overlapping. The offset
* can also be animated. For instance, the following code will set up three
* actors to be bound to the same origin:
*
* |[
* /* source */
* rect[0] = clutter_rectangle_new_with_color (&red_color);
* clutter_actor_set_position (rect[0], x_pos, y_pos);
* clutter_actor_set_size (rect[0], 100, 100);
*
* /* second rectangle */
* rect[1] = clutter_rectangle_new_with_color (&green_color);
* clutter_actor_set_size (rect[1], 100, 100);
* clutter_actor_set_opacity (rect[1], 0);
*
* constraint = clutter_bind_constraint_new (rect[0], CLUTTER_BIND_X, 0.0);
* clutter_actor_add_constraint_with_name (rect[1], "green-x", constraint);
* constraint = clutter_bind_constraint_new (rect[0], CLUTTER_BIND_Y, 0.0);
* clutter_actor_add_constraint_with_name (rect[1], "green-y", constraint);
*
* /* third rectangle */
* rect[2] = clutter_rectangle_new_with_color (&blue_color);
* clutter_actor_set_size (rect[2], 100, 100);
* clutter_actor_set_opacity (rect[2], 0);
*
* constraint = clutter_bind_constraint_new (rect[0], CLUTTER_BIND_X, 0.0);
* clutter_actor_add_constraint_with_name (rect[2], "blue-x", constraint);
* constraint = clutter_bind_constraint_new (rect[0], CLUTTER_BIND_Y, 0.0);
* clutter_actor_add_constraint_with_name (rect[2], "blue-y", constraint);
* ]|
*
* The following code animates the second and third rectangles to "expand"
* them horizontally from underneath the first rectangle:
*
* |[
* clutter_actor_animate (rect[1], CLUTTER_EASE_OUT_CUBIC, 250,
* "@constraints.green-x.offset", 100.0,
* "opacity", 255,
* NULL);
* clutter_actor_animate (rect[2], CLUTTER_EASE_OUT_CUBIC, 250,
* "@constraints.blue-x.offset", 200.0,
* "opacity", 255,
* NULL);
* ]|
*
*
* Animating the offset property of ClutterBindConstraint
*
*
* FIXME: MISSING XINCLUDE CONTENT
*
*
* The example above creates eight rectangles and binds them to a
* rectangle positioned in the center of the stage; when the user presses
* the center rectangle, the #ClutterBindConstraint:offset property is
* animated through the clutter_actor_animate() function to lay out the
* eight rectangles around the center one. Pressing one of the outer
* rectangles will animate the offset back to 0.
*
*
* #ClutterBindConstraint is available since Clutter 1.4
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include
#include "clutter-bind-constraint.h"
#include "clutter-actor-meta-private.h"
#include "clutter-actor-private.h"
#include "clutter-constraint.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-private.h"
#define CLUTTER_BIND_CONSTRAINT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_BIND_CONSTRAINT, ClutterBindConstraintClass))
#define CLUTTER_IS_BIND_CONSTRAINT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_BIND_CONSTRAINT))
#define CLUTTER_BIND_CONSTRAINT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_BIND_CONSTRAINT, ClutterBindConstraintClass))
struct _ClutterBindConstraint
{
ClutterConstraint parent_instance;
ClutterActor *actor;
ClutterActor *source;
ClutterBindCoordinate coordinate;
gfloat offset;
};
struct _ClutterBindConstraintClass
{
ClutterConstraintClass parent_class;
};
enum
{
PROP_0,
PROP_SOURCE,
PROP_COORDINATE,
PROP_OFFSET,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST];
G_DEFINE_TYPE (ClutterBindConstraint,
clutter_bind_constraint,
CLUTTER_TYPE_CONSTRAINT);
static void
source_queue_relayout (ClutterActor *source,
ClutterBindConstraint *bind)
{
if (bind->actor != NULL)
_clutter_actor_queue_only_relayout (bind->actor);
}
static void
source_destroyed (ClutterActor *actor,
ClutterBindConstraint *bind)
{
bind->source = NULL;
}
static void
clutter_bind_constraint_update_allocation (ClutterConstraint *constraint,
ClutterActor *actor,
ClutterActorBox *allocation)
{
ClutterBindConstraint *bind = CLUTTER_BIND_CONSTRAINT (constraint);
gfloat source_width, source_height;
gfloat actor_width, actor_height;
ClutterVertex source_position = { 0., };
if (bind->source == NULL)
return;
source_position.x = clutter_actor_get_x (bind->source);
source_position.y = clutter_actor_get_y (bind->source);
clutter_actor_get_size (bind->source, &source_width, &source_height);
clutter_actor_box_get_size (allocation, &actor_width, &actor_height);
switch (bind->coordinate)
{
case CLUTTER_BIND_X:
allocation->x1 = source_position.x + bind->offset;
allocation->x2 = allocation->x1 + actor_width;
break;
case CLUTTER_BIND_Y:
allocation->y1 = source_position.y + bind->offset;
allocation->y2 = allocation->y1 + actor_height;
break;
case CLUTTER_BIND_POSITION:
allocation->x1 = source_position.x + bind->offset;
allocation->y1 = source_position.y + bind->offset;
allocation->x2 = allocation->x1 + actor_width;
allocation->y2 = allocation->y1 + actor_height;
break;
case CLUTTER_BIND_WIDTH:
allocation->x2 = allocation->x1 + source_width + bind->offset;
break;
case CLUTTER_BIND_HEIGHT:
allocation->y2 = allocation->y1 + source_height + bind->offset;
break;
case CLUTTER_BIND_SIZE:
allocation->x2 = allocation->x1 + source_width + bind->offset;
allocation->y2 = allocation->y1 + source_height + bind->offset;
break;
case CLUTTER_BIND_ALL:
allocation->x1 = source_position.x + bind->offset;
allocation->y1 = source_position.y + bind->offset;
allocation->x2 = allocation->x1 + source_width + bind->offset;
allocation->y2 = allocation->y1 + source_height + bind->offset;
break;
default:
g_assert_not_reached ();
break;
}
clutter_actor_box_clamp_to_pixel (allocation);
}
static void
clutter_bind_constraint_set_actor (ClutterActorMeta *meta,
ClutterActor *new_actor)
{
ClutterBindConstraint *bind = CLUTTER_BIND_CONSTRAINT (meta);
ClutterActorMetaClass *parent;
if (new_actor != NULL &&
bind->source != NULL &&
clutter_actor_contains (new_actor, bind->source))
{
g_warning (G_STRLOC ": The source actor '%s' is contained "
"by the actor '%s' associated to the constraint "
"'%s'",
_clutter_actor_get_debug_name (bind->source),
_clutter_actor_get_debug_name (new_actor),
_clutter_actor_meta_get_debug_name (meta));
return;
}
/* store the pointer to the actor, for later use */
bind->actor = new_actor;
parent = CLUTTER_ACTOR_META_CLASS (clutter_bind_constraint_parent_class);
parent->set_actor (meta, new_actor);
}
static void
clutter_bind_constraint_dispose (GObject *gobject)
{
ClutterBindConstraint *bind = CLUTTER_BIND_CONSTRAINT (gobject);
if (bind->source != NULL)
{
g_signal_handlers_disconnect_by_func (bind->source,
G_CALLBACK (source_destroyed),
bind);
g_signal_handlers_disconnect_by_func (bind->source,
G_CALLBACK (source_queue_relayout),
bind);
bind->source = NULL;
}
G_OBJECT_CLASS (clutter_bind_constraint_parent_class)->dispose (gobject);
}
static void
clutter_bind_constraint_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterBindConstraint *bind = CLUTTER_BIND_CONSTRAINT (gobject);
switch (prop_id)
{
case PROP_SOURCE:
clutter_bind_constraint_set_source (bind, g_value_get_object (value));
break;
case PROP_COORDINATE:
clutter_bind_constraint_set_coordinate (bind, g_value_get_enum (value));
break;
case PROP_OFFSET:
clutter_bind_constraint_set_offset (bind, g_value_get_float (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_bind_constraint_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterBindConstraint *bind = CLUTTER_BIND_CONSTRAINT (gobject);
switch (prop_id)
{
case PROP_SOURCE:
g_value_set_object (value, bind->source);
break;
case PROP_COORDINATE:
g_value_set_enum (value, bind->coordinate);
break;
case PROP_OFFSET:
g_value_set_float (value, bind->offset);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_bind_constraint_class_init (ClutterBindConstraintClass *klass)
{
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
ClutterConstraintClass *constraint_class = CLUTTER_CONSTRAINT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
gobject_class->set_property = clutter_bind_constraint_set_property;
gobject_class->get_property = clutter_bind_constraint_get_property;
gobject_class->dispose = clutter_bind_constraint_dispose;
meta_class->set_actor = clutter_bind_constraint_set_actor;
constraint_class->update_allocation = clutter_bind_constraint_update_allocation;
/**
* ClutterBindConstraint:source:
*
* The #ClutterActor used as the source for the binding.
*
* The #ClutterActor must not be contained inside the actor associated
* to the constraint.
*
* Since: 1.4
*/
obj_props[PROP_SOURCE] =
g_param_spec_object ("source",
P_("Source"),
P_("The source of the binding"),
CLUTTER_TYPE_ACTOR,
CLUTTER_PARAM_READWRITE | G_PARAM_CONSTRUCT);
/**
* ClutterBindConstraint:coordinate:
*
* The coordinate to be bound
*
* Since: 1.4
*/
obj_props[PROP_COORDINATE] =
g_param_spec_enum ("coordinate",
P_("Coordinate"),
P_("The coordinate to bind"),
CLUTTER_TYPE_BIND_COORDINATE,
CLUTTER_BIND_X,
CLUTTER_PARAM_READWRITE | G_PARAM_CONSTRUCT);
/**
* ClutterBindConstraint:offset:
*
* The offset, in pixels, to be applied to the binding
*
* Since: 1.4
*/
obj_props[PROP_OFFSET] =
g_param_spec_float ("offset",
P_("Offset"),
P_("The offset in pixels to apply to the binding"),
-G_MAXFLOAT, G_MAXFLOAT,
0.0f,
CLUTTER_PARAM_READWRITE | G_PARAM_CONSTRUCT);
g_object_class_install_properties (gobject_class,
PROP_LAST,
obj_props);
}
static void
clutter_bind_constraint_init (ClutterBindConstraint *self)
{
self->actor = NULL;
self->source = NULL;
self->coordinate = CLUTTER_BIND_X;
self->offset = 0.0f;
}
/**
* clutter_bind_constraint_new:
* @source: (allow-none): the #ClutterActor to use as the source of
* the binding, or %NULL
* @coordinate: the coordinate to bind
* @offset: the offset to apply to the binding, in pixels
*
* Creates a new constraint, binding a #ClutterActor's position to
* the given @coordinate of the position of @source
*
* Return value: the newly created #ClutterBindConstraint
*
* Since: 1.4
*/
ClutterConstraint *
clutter_bind_constraint_new (ClutterActor *source,
ClutterBindCoordinate coordinate,
gfloat offset)
{
g_return_val_if_fail (source == NULL || CLUTTER_IS_ACTOR (source), NULL);
return g_object_new (CLUTTER_TYPE_BIND_CONSTRAINT,
"source", source,
"coordinate", coordinate,
"offset", offset,
NULL);
}
/**
* clutter_bind_constraint_set_source:
* @constraint: a #ClutterBindConstraint
* @source: (allow-none): a #ClutterActor, or %NULL to unset the source
*
* Sets the source #ClutterActor for the constraint
*
* Since: 1.4
*/
void
clutter_bind_constraint_set_source (ClutterBindConstraint *constraint,
ClutterActor *source)
{
ClutterActor *old_source, *actor;
ClutterActorMeta *meta;
g_return_if_fail (CLUTTER_IS_BIND_CONSTRAINT (constraint));
g_return_if_fail (source == NULL || CLUTTER_IS_ACTOR (source));
if (constraint->source == source)
return;
meta = CLUTTER_ACTOR_META (constraint);
actor = clutter_actor_meta_get_actor (meta);
if (source != NULL && actor != NULL)
{
if (clutter_actor_contains (actor, source))
{
g_warning (G_STRLOC ": The source actor '%s' is contained "
"by the actor '%s' associated to the constraint "
"'%s'",
_clutter_actor_get_debug_name (source),
_clutter_actor_get_debug_name (actor),
_clutter_actor_meta_get_debug_name (meta));
return;
}
}
old_source = constraint->source;
if (old_source != NULL)
{
g_signal_handlers_disconnect_by_func (old_source,
G_CALLBACK (source_destroyed),
constraint);
g_signal_handlers_disconnect_by_func (old_source,
G_CALLBACK (source_queue_relayout),
constraint);
}
constraint->source = source;
if (constraint->source != NULL)
{
g_signal_connect (constraint->source, "queue-relayout",
G_CALLBACK (source_queue_relayout),
constraint);
g_signal_connect (constraint->source, "destroy",
G_CALLBACK (source_destroyed),
constraint);
if (constraint->actor != NULL)
clutter_actor_queue_relayout (constraint->actor);
}
g_object_notify_by_pspec (G_OBJECT (constraint), obj_props[PROP_SOURCE]);
}
/**
* clutter_bind_constraint_get_source:
* @constraint: a #ClutterBindConstraint
*
* Retrieves the #ClutterActor set using clutter_bind_constraint_set_source()
*
* Return value: (transfer none): a pointer to the source actor
*
* Since: 1.4
*/
ClutterActor *
clutter_bind_constraint_get_source (ClutterBindConstraint *constraint)
{
g_return_val_if_fail (CLUTTER_IS_BIND_CONSTRAINT (constraint), NULL);
return constraint->source;
}
/**
* clutter_bind_constraint_set_coordinate:
* @constraint: a #ClutterBindConstraint
* @coordinate: the coordinate to bind
*
* Sets the coordinate to bind in the constraint
*
* Since: 1.4
*/
void
clutter_bind_constraint_set_coordinate (ClutterBindConstraint *constraint,
ClutterBindCoordinate coordinate)
{
g_return_if_fail (CLUTTER_IS_BIND_CONSTRAINT (constraint));
if (constraint->coordinate == coordinate)
return;
constraint->coordinate = coordinate;
if (constraint->actor != NULL)
clutter_actor_queue_relayout (constraint->actor);
g_object_notify_by_pspec (G_OBJECT (constraint), obj_props[PROP_COORDINATE]);
}
/**
* clutter_bind_constraint_get_coordinate:
* @constraint: a #ClutterBindConstraint
*
* Retrieves the bound coordinate of the constraint
*
* Return value: the bound coordinate
*
* Since: 1.4
*/
ClutterBindCoordinate
clutter_bind_constraint_get_coordinate (ClutterBindConstraint *constraint)
{
g_return_val_if_fail (CLUTTER_IS_BIND_CONSTRAINT (constraint),
CLUTTER_BIND_X);
return constraint->coordinate;
}
/**
* clutter_bind_constraint_set_offset:
* @constraint: a #ClutterBindConstraint
* @offset: the offset to apply, in pixels
*
* Sets the offset to be applied to the constraint
*
* Since: 1.4
*/
void
clutter_bind_constraint_set_offset (ClutterBindConstraint *constraint,
gfloat offset)
{
g_return_if_fail (CLUTTER_IS_BIND_CONSTRAINT (constraint));
if (fabs (constraint->offset - offset) < 0.00001f)
return;
constraint->offset = offset;
if (constraint->actor != NULL)
clutter_actor_queue_relayout (constraint->actor);
g_object_notify_by_pspec (G_OBJECT (constraint), obj_props[PROP_OFFSET]);
}
/**
* clutter_bind_constraint_get_offset:
* @constraint: a #ClutterBindConstraint
*
* Retrieves the offset set using clutter_bind_constraint_set_offset()
*
* Return value: the offset, in pixels
*
* Since: 1.4
*/
gfloat
clutter_bind_constraint_get_offset (ClutterBindConstraint *bind)
{
g_return_val_if_fail (CLUTTER_IS_BIND_CONSTRAINT (bind), 0.0);
return bind->offset;
}