ab948d577f
Language bindings will have problems with raise() and lower() bein in both ClutterContainer and ClutterActor; hence, this patch renames clutter_container_raise() and clutter_container_lower() to clutter_container_raise_child() and clutter_container_lower_child(), respectively.
507 lines
14 KiB
C
507 lines
14 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*
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* ClutterContainer: Generic actor container interface.
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* Author: Emmanuele Bassi <ebassi@openedhand.com>
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*/
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#include "config.h"
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#include <stdarg.h>
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#include <glib-object.h>
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#include "clutter-container.h"
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#include "clutter-debug.h"
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#include "clutter-main.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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#include "clutter-enum-types.h"
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/**
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* SECTION:clutter-container
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* @short_description: An interface for implementing container actors
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*
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* #ClutterContainer is an interface for writing actors containing other
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* #ClutterActor<!-- -->s. It provides a standard API for adding, removing
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* and iterating on every contained actor.
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*
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* An actor implementing #ClutterContainer is #ClutterGroup.
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*
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* #ClutterContainer is available since Clutter 0.4
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*/
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enum
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{
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ACTOR_ADDED,
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ACTOR_REMOVED,
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LAST_SIGNAL
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};
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static guint container_signals[LAST_SIGNAL] = { 0, };
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static void
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clutter_container_base_init (gpointer g_iface)
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{
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static gboolean initialised = FALSE;
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if (!initialised)
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{
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GType iface_type = G_TYPE_FROM_INTERFACE (g_iface);
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initialised = TRUE;
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/**
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* ClutterContainer::actor-added:
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* @container: the actor which received the signal
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* @actor: the new child that has been added to @container
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*
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* The ::actor-added signal is emitted each time an actor
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* has been added to @container.
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*
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* Since: 0.4
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*/
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container_signals[ACTOR_ADDED] =
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g_signal_new ("actor-added",
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iface_type,
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G_SIGNAL_RUN_FIRST,
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G_STRUCT_OFFSET (ClutterContainerIface, actor_added),
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NULL, NULL,
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clutter_marshal_VOID__OBJECT,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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/**
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* ClutterContainer::actor-removed:
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* @container: the actor which received the signal
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* @actor: the child that has been removed from @container
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*
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* The ::actor-removed signal is emitted each time an actor
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* is removed from @container.
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*
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* Since: 0.4
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*/
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container_signals[ACTOR_REMOVED] =
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g_signal_new ("actor-removed",
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iface_type,
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G_SIGNAL_RUN_FIRST,
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G_STRUCT_OFFSET (ClutterContainerIface, actor_removed),
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NULL, NULL,
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clutter_marshal_VOID__OBJECT,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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}
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}
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GType
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clutter_container_get_type (void)
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{
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static GType container_type = 0;
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if (G_UNLIKELY (!container_type))
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{
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GTypeInfo container_info =
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{
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sizeof (ClutterContainerIface),
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clutter_container_base_init,
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NULL, /* iface_finalize */
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};
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container_type = g_type_register_static (G_TYPE_INTERFACE,
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"ClutterContainer",
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&container_info, 0);
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g_type_interface_add_prerequisite (container_type, CLUTTER_TYPE_ACTOR);
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}
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return container_type;
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}
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/**
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* clutter_container_add:
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* @container: a #ClutterContainer
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* @first_actor: the first #ClutterActor to add
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* @Varargs: %NULL terminated list of actors to add
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*
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* Adds a list of #ClutterActor<!-- -->s to @container. Each time and
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* actor is added, the "actor-added" signal is emitted. Each actor should
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* be parented to @container, which takes a reference on the actor. You
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* cannot add a #ClutterActor to more than one #ClutterContainer.
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*
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* Since: 0.4
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*/
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void
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clutter_container_add (ClutterContainer *container,
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ClutterActor *first_actor,
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...)
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{
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va_list args;
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g_return_if_fail (CLUTTER_IS_CONTAINER (container));
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g_return_if_fail (CLUTTER_IS_ACTOR (first_actor));
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va_start (args, first_actor);
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clutter_container_add_valist (container, first_actor, args);
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va_end (args);
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}
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/**
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* clutter_container_add_actor:
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* @container: a #ClutterContainer
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* @actor: the first #ClutterActor to add
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*
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* Adds a #ClutterActor to @container. This function will emit the
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* "actor-added" signal is emitted. The actor should be parented to
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* @container. You cannot add a #ClutterActor to more than one
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* #ClutterContainer.
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*
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* Since: 0.4
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*/
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void
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clutter_container_add_actor (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterActor *parent;
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g_return_if_fail (CLUTTER_IS_CONTAINER (container));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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parent = clutter_actor_get_parent (actor);
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if (parent)
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{
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g_warning ("Attempting to add actor of type `%s' to a "
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"group of type `%s', but the actor has already "
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"a parent of type `%s'.",
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g_type_name (G_OBJECT_TYPE (actor)),
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g_type_name (G_OBJECT_TYPE (container)),
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g_type_name (G_OBJECT_TYPE (parent)));
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return;
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}
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CLUTTER_CONTAINER_GET_IFACE (container)->add (container, actor);
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}
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/**
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* clutter_container_add_valist:
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* @container: a #ClutterContainer
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* @first_actor: the first #ClutterActor to add
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* @var_args: list of actors to add, followed by %NULL
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*
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* Alternative va_list version of clutter_container_add().
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*
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* Since: 0.4
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*/
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void
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clutter_container_add_valist (ClutterContainer *container,
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ClutterActor *first_actor,
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va_list var_args)
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{
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ClutterActor *actor;
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g_return_if_fail (CLUTTER_IS_CONTAINER (container));
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g_return_if_fail (CLUTTER_IS_ACTOR (first_actor));
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actor = first_actor;
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while (actor)
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{
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clutter_container_add_actor (container, actor);
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actor = va_arg (var_args, ClutterActor*);
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}
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}
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/**
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* clutter_container_remove:
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* @container: a #ClutterContainer
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* @first_actor: first #ClutterActor to remove
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* @Varargs: a %NULL-terminated list of actors to remove
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*
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* Removes a %NULL terminated list of #ClutterActor<!-- -->s from
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* @container. Each actor should be unparented, so if you want to keep it
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* around you must hold a reference to it yourself, using g_object_ref().
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* Each time an actor is removed, the "actor-removed" signal is
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* emitted by @container.
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*
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* Since: 0.4
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*/
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void
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clutter_container_remove (ClutterContainer *container,
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ClutterActor *first_actor,
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...)
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{
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va_list var_args;
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g_return_if_fail (CLUTTER_IS_CONTAINER (container));
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g_return_if_fail (CLUTTER_IS_ACTOR (first_actor));
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va_start (var_args, first_actor);
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clutter_container_remove_valist (container, first_actor, var_args);
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va_end (var_args);
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}
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/**
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* clutter_container_remove_actor:
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* @container: a #ClutterContainer
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* @actor: a #ClutterActor
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*
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* Removes @actor from @container. The actor should be unparented, so
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* if you want to keep it around you must hold a reference to it
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* yourself, using g_object_ref(). When the actor has been removed,
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* the "actor-removed" signal is emitted by @container.
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*
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* Since: 0.4
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*/
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void
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clutter_container_remove_actor (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterActor *parent;
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g_return_if_fail (CLUTTER_IS_CONTAINER (container));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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parent = clutter_actor_get_parent (actor);
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if (parent != CLUTTER_ACTOR (container))
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{
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g_warning ("Attempting to remove actor of type `%s' from "
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"group of class `%s', but the group is not the "
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"actor's parent.",
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g_type_name (G_OBJECT_TYPE (actor)),
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g_type_name (G_OBJECT_TYPE (container)));
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return;
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}
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CLUTTER_CONTAINER_GET_IFACE (container)->remove (container, actor);
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}
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/**
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* clutter_container_remove_valist:
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* @container: a #ClutterContainer
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* @first_actor: the first #ClutterActor to add
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* @var_args: list of actors to remove, followed by %NULL
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*
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* Alternative va_list version of clutter_container_remove().
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*
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* Since: 0.4
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*/
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void
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clutter_container_remove_valist (ClutterContainer *container,
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ClutterActor *first_actor,
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va_list var_args)
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{
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ClutterActor *actor;
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g_return_if_fail (CLUTTER_IS_CONTAINER (container));
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g_return_if_fail (CLUTTER_IS_ACTOR (first_actor));
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actor = first_actor;
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while (actor)
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{
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clutter_container_remove_actor (container, actor);
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actor = va_arg (var_args, ClutterActor*);
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}
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}
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static void
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get_children_cb (ClutterActor *child,
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gpointer data)
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{
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GList **children = data;
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*children = g_list_prepend (*children, child);
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}
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/**
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* clutter_container_get_children:
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* @container: a #ClutterContainer
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*
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* Retrieves all the children of @container.
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*
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* Return value: a list of #ClutterActor<!-- -->s. Use g_list_free()
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* on the returned list when done.
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*
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* Since: 0.4
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*/
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GList *
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clutter_container_get_children (ClutterContainer *container)
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{
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GList *retval;
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g_return_val_if_fail (CLUTTER_IS_CONTAINER (container), NULL);
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retval = NULL;
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clutter_container_foreach (container, get_children_cb, &retval);
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return g_list_reverse (retval);
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}
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/**
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* clutter_container_foreach:
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* @container: a #ClutterContainer
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* @callback: a function to be called for each child
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* @user_data: data to be passed to the function, or %NULL
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*
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* Calls @callback for each child of @container.
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*
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* Since: 0.4
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*/
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void
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clutter_container_foreach (ClutterContainer *container,
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ClutterCallback callback,
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gpointer user_data)
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{
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g_return_if_fail (CLUTTER_IS_CONTAINER (container));
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g_return_if_fail (callback != NULL);
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CLUTTER_CONTAINER_GET_IFACE (container)->foreach (container, callback, user_data);
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}
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/**
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* clutter_container_find_child_by_id:
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* @container: a #ClutterContainer
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* @child_id: the unique id of an actor
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*
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* Finds a child actor of a container by its unique ID. Search recurses
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* into any child container.
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*
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* Return value: The child actor with the requested id, or %NULL if no
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* actor with that id was found
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*
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* Since: 0.6
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*/
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ClutterActor *
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clutter_container_find_child_by_id (ClutterContainer *container,
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guint child_id)
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{
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g_return_val_if_fail (CLUTTER_IS_CONTAINER (container), NULL);
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return CLUTTER_CONTAINER_GET_IFACE (container)->find_child_by_id (container,
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child_id);
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}
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/**
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* clutter_container_raise_child:
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* @container: a #ClutterContainer
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* @actor: the actor to raise
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* @sibling: the sibling to raise to, or %NULL to raise at the top
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*
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* Raises @actor at @sibling level, in the depth ordering.
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*
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* Since: 0.6
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*/
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void
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clutter_container_raise_child (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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g_return_if_fail (CLUTTER_IS_CONTAINER (container));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
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if (actor == sibling)
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return;
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if (clutter_actor_get_parent (actor) != CLUTTER_ACTOR (container))
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{
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g_warning ("Actor of type `%s' is not a child of the container "
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"of type `%s'",
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g_type_name (G_OBJECT_TYPE (actor)),
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g_type_name (G_OBJECT_TYPE (container)));
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return;
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}
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if (sibling &&
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clutter_actor_get_parent (sibling) != CLUTTER_ACTOR (container))
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{
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g_warning ("Actor of type `%s' is not a child of the container "
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"of type `%s'",
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g_type_name (G_OBJECT_TYPE (sibling)),
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g_type_name (G_OBJECT_TYPE (container)));
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return;
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}
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CLUTTER_CONTAINER_GET_IFACE (container)->raise (container, actor, sibling);
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}
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/**
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* clutter_container_lower_child:
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* @container: a #ClutterContainer
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* @actor: the actor to raise
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* @sibling: the sibling to lower to, or %NULL to lower at the bottom
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*
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* Lowers @actor at @sibling level, in the depth ordering.
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*
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* Since: 0.6
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*/
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void
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clutter_container_lower_child (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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g_return_if_fail (CLUTTER_IS_CONTAINER (container));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
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if (actor == sibling)
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return;
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if (clutter_actor_get_parent (actor) != CLUTTER_ACTOR (container))
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{
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g_warning ("Actor of type `%s' is not a child of the container "
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"of type `%s'",
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g_type_name (G_OBJECT_TYPE (actor)),
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g_type_name (G_OBJECT_TYPE (container)));
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return;
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}
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if (sibling &&
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clutter_actor_get_parent (sibling) != CLUTTER_ACTOR (container))
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{
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g_warning ("Actor of type `%s' is not a child of the container "
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"of type `%s'",
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g_type_name (G_OBJECT_TYPE (sibling)),
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g_type_name (G_OBJECT_TYPE (container)));
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return;
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}
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CLUTTER_CONTAINER_GET_IFACE (container)->raise (container, actor, sibling);
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}
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/**
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* clutter_container_sort_depth_order:
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* @container: a #ClutterContainer
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*
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* Sorts a container children using their depth. This function should not
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* be normally used by applications.
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*
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* Since: 0.6
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*/
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void
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clutter_container_sort_depth_order (ClutterContainer *container)
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{
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g_return_if_fail (CLUTTER_IS_CONTAINER (container));
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CLUTTER_CONTAINER_GET_IFACE (container)->sort_depth_order (container);
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}
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