74ba6fd8c4
* clutter/clutter-texture.c: * clutter/clutter-stage.c: * clutter/clutter-label.c: * clutter/clutter-behaviour-path.c: * clutter/clutter-actor.c: Fix the 'Since' annotation in the gtk-doc.
7557 lines
211 KiB
C
7557 lines
211 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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/**
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* SECTION:clutter-actor
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* @short_description: Base abstract class for all visual stage actors.
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*
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* #ClutterActor is a base abstract class for all visual elements on the
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* stage. Every object that must appear on the main #ClutterStage must also
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* be a #ClutterActor, either by using one of the classes provided by
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* Clutter, or by implementing a new #ClutterActor subclass.
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*
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* Every actor is a 2D surface positioned and optionally transformed
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* in 3D space. The actor is positioned relative to top left corner of
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* it parent with the childs origin being its anchor point (also top
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* left by default).
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*
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* The actors 2D surface is contained inside its bounding box,
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* described by the #ClutterActorBox structure:
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*
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* <figure id="actor-box">
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* <title>Bounding box of an Actor</title>
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* <graphic fileref="actor-box.png" format="PNG"/>
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* </figure>
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*
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* The actor box represents the untransformed area occupied by an
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* actor. Each visible actor that has been put on a #ClutterStage also
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* has a transformed area, depending on the actual transformations
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* applied to it by the developer (scale, rotation). Tranforms will
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* also be applied to any child actors. Also applied to all actors by
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* the #ClutterStage is a perspective transformation. API is provided
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* for both tranformed and untransformed actor geometry information.
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*
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* The 'modelview' transform matrix for the actor is constructed from
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* the actor settings by the following order of operations:
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* <orderedlist>
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* <listitem><para>Translation by actor x, y coords,</para></listitem>
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* <listitem><para>Scaling by scale_x, scale_y,</para></listitem>
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* <listitem><para>Negative translation by anchor point x,
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* y,</para></listitem>
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* <listitem><para>Rotation around z axis,</para></listitem>
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* <listitem><para>Rotation around y axis,</para></listitem>
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* <listitem><para>Rotation around x axis,</para></listitem>
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* <listitem><para>Translation by actor depth (z),</para></listitem>
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* <listitem><para>Rectangular Clip is applied (this is not an operation on
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* the matrix as such, but it is done as part of the transform set
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* up).</para></listitem>
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* </orderedlist>
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*
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* An actor can either be explicitly sized and positioned, using the
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* various size and position accessors, like clutter_actor_set_x() or
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* clutter_actor_set_width(); or it can have a preferred width and
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* height, which then allows a layout manager to implicitly size and
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* position it by "allocating" an area for an actor. This allows for
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* actors to be manipulate in both a fixed or static parent container
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* (i.e. children of #ClutterGroup) and a more automatic or dynamic
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* layout based parent container.
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*
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* When accessing the position and size of an actor, the simple accessors
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* like clutter_actor_get_width() and clutter_actor_get_x() will return
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* a value depending on whether the actor has been explicitly sized and
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* positioned by the developer or implicitly by the layout manager.
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*
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* Depending on whether you are querying an actor or implementing a
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* layout manager, you should either use the simple accessors or use the
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* size negotiation API.
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*
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* Clutter actors are also able to receive input events and react to
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* them. Events are handled in the following ways:
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*
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* <orderedlist>
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* <listitem><para>Actors emit pointer events if set reactive, see
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* clutter_actor_set_reactive()</para></listitem>
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* <listitem><para>The stage is always reactive</para></listitem>
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* <listitem><para>Events are handled by connecting signal handlers to
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* the numerous event signal types.</para></listitem>
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* <listitem><para>Event handlers must return %TRUE if they handled
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* the event and wish to block the event emission chain, or %FALSE
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* if the emission chain must continue</para></listitem>
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* <listitem><para>Keyboard events are emitted if actor has focus, see
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* clutter_stage_set_key_focus()</para></listitem>
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* <listitem><para>Motion events (motion, enter, leave) are not emitted
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* if clutter_set_motion_events_enabled() is called with %FALSE.
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* See clutter_set_motion_events_enabled() documentation for more
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* information.</para></listitem>
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* <listitem><para>Once emitted, an event emission chain has two
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* phases: capture and bubble. An emitted event starts in the capture
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* phase (see ClutterActor::captured-event) beginning at the stage and
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* traversing every child actor until the event source actor is reached.
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* The emission then enters the bubble phase, traversing back up the
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* chain via parents until it reaches the stage. Any event handler can
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* abort this chain by returning %TRUE (meaning "event handled").
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* </para></listitem>
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* <listitem><para>Pointer events will 'pass through' non reactive
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* overlapping actors.</para></listitem>
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* </orderedlist>
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*
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* <figure id="event-flow">
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* <title>Event flow in Clutter</title>
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* <graphic fileref="event-flow.png" format="PNG"/>
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* </figure>
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*
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* Every '?' box in the diagram above is an entry point for application
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* code.
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*
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* For implementing a new custom actor class, please read <link
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* linkend="clutter-subclassing-ClutterActor">the corresponding section</link>
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* of the API reference.
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*/
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/**
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* CLUTTER_ACTOR_IS_MAPPED:
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* @e: a #ClutterActor
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*
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* Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
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*
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* Since: 0.2
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*/
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/**
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* CLUTTER_ACTOR_IS_REALIZED:
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* @e: a #ClutterActor
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*
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* Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
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*
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* Since: 0.2
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*/
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/**
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* CLUTTER_ACTOR_IS_VISIBLE:
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* @e: a #ClutterActor
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*
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* Evaluates to %TRUE if the actor is both realized and mapped.
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*
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* Since: 0.2
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*/
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/**
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* CLUTTER_ACTOR_IS_REACTIVE:
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* @e: a #ClutterActor
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*
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* Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
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*
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* Since: 0.6
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-actor.h"
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#include "clutter-container.h"
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#include "clutter-main.h"
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#include "clutter-enum-types.h"
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#include "clutter-scriptable.h"
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#include "clutter-script.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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#include "clutter-debug.h"
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#include "clutter-units.h"
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#include "cogl/cogl.h"
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typedef struct _ShaderData ShaderData;
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#define CLUTTER_ACTOR_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
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struct _ClutterActorPrivate
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{
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/* fixed_x, fixed_y, and the allocation box are all in parent
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* coordinates.
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*/
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ClutterUnit fixed_x;
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ClutterUnit fixed_y;
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/* request mode */
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ClutterRequestMode request_mode;
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/* our cached request width is for this height */
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ClutterUnit request_width_for_height;
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ClutterUnit request_min_width;
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ClutterUnit request_natural_width;
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/* our cached request height is for this width */
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ClutterUnit request_height_for_width;
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ClutterUnit request_min_height;
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ClutterUnit request_natural_height;
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ClutterActorBox allocation;
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guint position_set : 1;
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guint min_width_set : 1;
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guint min_height_set : 1;
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guint natural_width_set : 1;
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guint natural_height_set : 1;
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/* cached request is invalid (implies allocation is too) */
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guint needs_width_request : 1;
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/* cached request is invalid (implies allocation is too) */
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guint needs_height_request : 1;
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/* cached allocation is invalid (request has changed, probably) */
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guint needs_allocation : 1;
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guint has_clip : 1;
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ClutterUnit clip[4];
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/* Rotation angles */
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ClutterFixed rxang;
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ClutterFixed ryang;
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ClutterFixed rzang;
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/* Rotation center: X axis */
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ClutterUnit rxy;
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ClutterUnit rxz;
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/* Rotation center: Y axis */
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ClutterUnit ryx;
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ClutterUnit ryz;
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/* Rotation center: Z axis */
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ClutterUnit rzx;
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ClutterUnit rzy;
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/* Anchor point coordinates */
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ClutterUnit anchor_x;
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ClutterUnit anchor_y;
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/* depth */
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ClutterUnit z;
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guint8 opacity;
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ClutterActor *parent_actor;
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gchar *name;
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guint32 id; /* Unique ID */
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ClutterFixed scale_x;
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ClutterFixed scale_y;
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ShaderData *shader_data;
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gboolean show_on_set_parent;
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};
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enum
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{
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PROP_0,
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PROP_NAME,
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/* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
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* when set they force a size request, when gotten they
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* get the allocation if the allocation is valid, and the
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* request otherwise. Also, they are in pixels, while
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* all the underlying properties are in ClutterUnit.
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*/
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PROP_X,
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PROP_Y,
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PROP_WIDTH,
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PROP_HEIGHT,
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/* Then the rest of these size-related properties are the "actual"
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* underlying properties set or gotten by X, Y, WIDTH, HEIGHT. All
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* of these are in ClutterUnit not in pixels.
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*/
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PROP_FIXED_X,
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PROP_FIXED_Y,
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PROP_FIXED_POSITION_SET,
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PROP_MIN_WIDTH,
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PROP_MIN_WIDTH_SET,
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PROP_MIN_HEIGHT,
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PROP_MIN_HEIGHT_SET,
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PROP_NATURAL_WIDTH,
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PROP_NATURAL_WIDTH_SET,
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PROP_NATURAL_HEIGHT,
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PROP_NATURAL_HEIGHT_SET,
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PROP_REQUEST_MODE,
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/* Allocation properties are read-only */
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PROP_ALLOCATION,
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PROP_DEPTH,
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PROP_CLIP,
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PROP_HAS_CLIP,
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PROP_OPACITY,
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PROP_VISIBLE,
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PROP_REACTIVE,
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PROP_SCALE_X,
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PROP_SCALE_Y,
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PROP_ROTATION_ANGLE_X,
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PROP_ROTATION_ANGLE_Y,
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PROP_ROTATION_ANGLE_Z,
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PROP_ROTATION_CENTER_X,
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PROP_ROTATION_CENTER_Y,
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PROP_ROTATION_CENTER_Z,
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PROP_ANCHOR_X,
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PROP_ANCHOR_Y,
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PROP_SHOW_ON_SET_PARENT
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};
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enum
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{
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SHOW,
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HIDE,
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DESTROY,
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PARENT_SET,
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FOCUS_IN,
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FOCUS_OUT,
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PAINT,
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REALIZE,
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UNREALIZE,
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EVENT,
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CAPTURED_EVENT,
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BUTTON_PRESS_EVENT,
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BUTTON_RELEASE_EVENT,
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SCROLL_EVENT,
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KEY_PRESS_EVENT,
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KEY_RELEASE_EVENT,
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MOTION_EVENT,
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ENTER_EVENT,
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LEAVE_EVENT,
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LAST_SIGNAL
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};
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static guint actor_signals[LAST_SIGNAL] = { 0, };
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static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
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static void _clutter_actor_apply_modelview_transform (ClutterActor *self);
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static void clutter_actor_shader_pre_paint (ClutterActor *actor,
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gboolean repeat);
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static void clutter_actor_shader_post_paint (ClutterActor *actor);
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static void destroy_shader_data (ClutterActor *self);
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/* These setters are all static for now, maybe they should be in the
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* public API, but they are perhaps obscure enough to leave only as
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* properties
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*/
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static void clutter_actor_set_min_width (ClutterActor *self,
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ClutterUnit min_width);
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static void clutter_actor_set_min_height (ClutterActor *self,
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ClutterUnit min_height);
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static void clutter_actor_set_natural_width (ClutterActor *self,
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ClutterUnit natural_width);
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static void clutter_actor_set_natural_height (ClutterActor *self,
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ClutterUnit natural_height);
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static void clutter_actor_set_min_width_set (ClutterActor *self,
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gboolean use_min_width);
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static void clutter_actor_set_min_height_set (ClutterActor *self,
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gboolean use_min_height);
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static void clutter_actor_set_natural_width_set (ClutterActor *self,
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gboolean use_natural_width);
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static void clutter_actor_set_natural_height_set (ClutterActor *self,
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gboolean use_natural_height);
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static void clutter_actor_set_request_mode (ClutterActor *self,
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ClutterRequestMode mode);
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G_DEFINE_ABSTRACT_TYPE_WITH_CODE (ClutterActor,
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clutter_actor,
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G_TYPE_INITIALLY_UNOWNED,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
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clutter_scriptable_iface_init));
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static void
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clutter_actor_real_show (ClutterActor *self)
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{
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if (!CLUTTER_ACTOR_IS_VISIBLE (self))
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{
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if (!CLUTTER_ACTOR_IS_REALIZED (self))
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clutter_actor_realize (self);
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/* the mapped flag on the top-level actors must be set by the
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* per-backend implementation because it might be asynchronous
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*/
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if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL))
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CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
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if (CLUTTER_ACTOR_IS_VISIBLE (self))
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clutter_actor_queue_redraw (self);
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clutter_actor_queue_relayout (self);
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}
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}
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/**
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* clutter_actor_show:
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* @self: A #ClutterActor
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*
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* Flags an actor to be displayed. An actor that isn't shown will not
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* be rendered on the stage.
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*
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* Actors are visible by default.
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*
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* If this function is called on an actor without a parent, the
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* #ClutterActor:show-on-set-parent will be set to %TRUE as a side
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* effect.
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*/
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void
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clutter_actor_show (ClutterActor *self)
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{
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ClutterActorPrivate *priv;
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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priv = self->priv;
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g_object_freeze_notify (G_OBJECT (self));
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if (!priv->show_on_set_parent && !priv->parent_actor)
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{
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priv->show_on_set_parent = TRUE;
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g_object_notify (G_OBJECT (self), "show-on-set-parent");
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}
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if (!CLUTTER_ACTOR_IS_VISIBLE (self))
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{
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g_signal_emit (self, actor_signals[SHOW], 0);
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g_object_notify (G_OBJECT (self), "visible");
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}
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g_object_thaw_notify (G_OBJECT (self));
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}
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/**
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* clutter_actor_show_all:
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* @self: a #ClutterActor
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*
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* Calls clutter_actor_show() on all children of an actor (if any).
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*
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* Since: 0.2
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*/
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void
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clutter_actor_show_all (ClutterActor *self)
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{
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ClutterActorClass *klass;
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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klass = CLUTTER_ACTOR_GET_CLASS (self);
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if (klass->show_all)
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klass->show_all (self);
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}
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void
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clutter_actor_real_hide (ClutterActor *self)
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{
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if (CLUTTER_ACTOR_IS_VISIBLE (self))
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{
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/* see comment in clutter_actor_real_show() on why we don't set
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* the mapped flag on the top-level actors
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*/
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if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL))
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CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
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clutter_actor_queue_relayout (self);
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}
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}
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/**
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* clutter_actor_hide:
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* @self: A #ClutterActor
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*
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* Flags an actor to be hidden. A hidden actor will not be
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* rendered on the stage.
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*
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* Actors are visible by default.
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*
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* If this function is called on an actor without a parent, the
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* #ClutterActor:show-on-set-parent property will be set to %FALSE
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* as a side-effect.
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*/
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void
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clutter_actor_hide (ClutterActor *self)
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{
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ClutterActorPrivate *priv;
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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priv = self->priv;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
if (priv->show_on_set_parent && !priv->parent_actor)
|
|
{
|
|
priv->show_on_set_parent = FALSE;
|
|
g_object_notify (G_OBJECT (self), "show-on-set-parent");
|
|
}
|
|
|
|
if (CLUTTER_ACTOR_IS_MAPPED (self))
|
|
{
|
|
g_signal_emit (self, actor_signals[HIDE], 0);
|
|
g_object_notify (G_OBJECT (self), "visible");
|
|
}
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_hide_all:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Calls clutter_actor_hide() on all child actors (if any).
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
void
|
|
clutter_actor_hide_all (ClutterActor *self)
|
|
{
|
|
ClutterActorClass *klass;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
klass = CLUTTER_ACTOR_GET_CLASS (self);
|
|
if (klass->hide_all)
|
|
klass->hide_all (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_realize:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Creates any underlying graphics resources needed by the actor to be
|
|
* displayed.
|
|
**/
|
|
void
|
|
clutter_actor_realize (ClutterActor *self)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (CLUTTER_ACTOR_IS_REALIZED (self))
|
|
return;
|
|
|
|
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
|
|
|
|
g_signal_emit (self, actor_signals[REALIZE], 0);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_unrealize:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Frees up any underlying graphics resources needed by the actor to be
|
|
* displayed.
|
|
**/
|
|
void
|
|
clutter_actor_unrealize (ClutterActor *self)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (!CLUTTER_ACTOR_IS_REALIZED (self))
|
|
return;
|
|
|
|
/* unrealizing also means hiding a visible actor, exactly
|
|
* like showing implies realization if called on an unrealized
|
|
* actor. this keeps the flags in sync.
|
|
*/
|
|
clutter_actor_hide (self);
|
|
|
|
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
|
|
|
|
g_signal_emit (self, actor_signals[UNREALIZE], 0);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_real_pick (ClutterActor *self,
|
|
const ClutterColor *color)
|
|
{
|
|
/* the default implementation is just to paint a rectangle
|
|
* with the same size of the actor using the passed color
|
|
*/
|
|
if (clutter_actor_should_pick_paint (self))
|
|
{
|
|
cogl_set_source_color4ub (color->red,
|
|
color->green,
|
|
color->blue,
|
|
color->alpha);
|
|
cogl_rectangle (0, 0,
|
|
clutter_actor_get_width (self),
|
|
clutter_actor_get_height (self));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_pick:
|
|
* @self: A #ClutterActor
|
|
* @color: A #ClutterColor
|
|
*
|
|
* Renders a silhouette of the actor using the supplied color. Used
|
|
* internally for mapping pointer events to actors.
|
|
*
|
|
* This function should never be called directly by applications.
|
|
*
|
|
* Subclasses overiding the ClutterActor::pick() method should call
|
|
* clutter_actor_should_pick_paint() to decide whether to render their
|
|
* silhouette. Containers should always recursively call pick for
|
|
* each child.
|
|
*
|
|
* Since: 0.4
|
|
**/
|
|
void
|
|
clutter_actor_pick (ClutterActor *self,
|
|
const ClutterColor *color)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
g_return_if_fail (color != NULL);
|
|
|
|
CLUTTER_ACTOR_GET_CLASS (self)->pick (self, color);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_should_pick_paint:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Utility call for subclasses overiding the pick method.
|
|
*
|
|
* This function should never be called directly by applications.
|
|
*
|
|
* Return value: %TRUE if the actor should paint its silhouette,
|
|
* %FALSE otherwise
|
|
*/
|
|
gboolean
|
|
clutter_actor_should_pick_paint (ClutterActor *self)
|
|
{
|
|
ClutterMainContext *context;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
|
|
|
|
context = clutter_context_get_default ();
|
|
|
|
if (CLUTTER_ACTOR_IS_MAPPED (self) &&
|
|
(G_UNLIKELY (context->pick_mode == CLUTTER_PICK_ALL) ||
|
|
CLUTTER_ACTOR_IS_REACTIVE (self)))
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static void
|
|
clutter_actor_real_get_preferred_width (ClutterActor *self,
|
|
ClutterUnit for_height,
|
|
ClutterUnit *min_width_p,
|
|
ClutterUnit *natural_width_p)
|
|
{
|
|
/* Default implementation is always 0x0, usually an actor
|
|
* using this default is relying on someone to set the
|
|
* request manually
|
|
*/
|
|
|
|
if (min_width_p)
|
|
*min_width_p = 0;
|
|
|
|
if (natural_width_p)
|
|
*natural_width_p = 0;
|
|
}
|
|
|
|
static void
|
|
clutter_actor_real_get_preferred_height (ClutterActor *self,
|
|
ClutterUnit for_width,
|
|
ClutterUnit *min_height_p,
|
|
ClutterUnit *natural_height_p)
|
|
{
|
|
/* Default implementation is always 0x0, usually an actor
|
|
* using this default is relying on someone to set the
|
|
* request manually
|
|
*/
|
|
|
|
if (min_height_p)
|
|
*min_height_p = 0;
|
|
|
|
if (natural_height_p)
|
|
*natural_height_p = 0;
|
|
}
|
|
|
|
static void
|
|
clutter_actor_store_old_geometry (ClutterActor *self,
|
|
ClutterActorBox *box)
|
|
{
|
|
*box = self->priv->allocation;
|
|
}
|
|
|
|
static inline void
|
|
clutter_actor_notify_if_geometry_changed (ClutterActor *self,
|
|
const ClutterActorBox *old)
|
|
{
|
|
ClutterUnit xu, yu;
|
|
ClutterUnit widthu, heightu;
|
|
|
|
clutter_actor_get_positionu (self, &xu, &yu);
|
|
clutter_actor_get_sizeu (self, &widthu, &heightu);
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
if (xu != old->x1)
|
|
g_object_notify (G_OBJECT (self), "x");
|
|
|
|
if (yu != old->y1)
|
|
g_object_notify (G_OBJECT (self), "y");
|
|
|
|
if (widthu != (old->x2 - old->x1))
|
|
g_object_notify (G_OBJECT (self), "width");
|
|
|
|
if (heightu != (old->y2 - old->y1))
|
|
g_object_notify (G_OBJECT (self), "height");
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
static void
|
|
clutter_actor_real_allocate (ClutterActor *self,
|
|
const ClutterActorBox *box,
|
|
gboolean absolute_origin_changed)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
gboolean x1_changed, y1_changed, x2_changed, y2_changed;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
x1_changed = priv->allocation.x1 != box->x1;
|
|
y1_changed = priv->allocation.y1 != box->y1;
|
|
x2_changed = priv->allocation.x2 != box->x2;
|
|
y2_changed = priv->allocation.y2 != box->y2;
|
|
|
|
priv->allocation = *box;
|
|
priv->needs_allocation = FALSE;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
if (x1_changed || y1_changed || x2_changed || y2_changed)
|
|
g_object_notify (G_OBJECT (self), "allocation");
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/*
|
|
* Utility functions for manipulating transformation matrix
|
|
*
|
|
* Matrix: 4x4 of ClutterFixed
|
|
*/
|
|
#define M(m,row,col) (m)[(col) * 4 + (row)]
|
|
|
|
/* Transform point (x,y,z) by matrix */
|
|
static void
|
|
mtx_transform (ClutterFixed m[16],
|
|
ClutterFixed *x, ClutterFixed *y, ClutterFixed *z,
|
|
ClutterFixed *w)
|
|
{
|
|
ClutterFixed _x, _y, _z, _w;
|
|
_x = *x;
|
|
_y = *y;
|
|
_z = *z;
|
|
_w = *w;
|
|
|
|
/* We care lot about precision here, so have to use QMUL */
|
|
*x = COGL_FIXED_MUL (M (m, 0, 0), _x)
|
|
+ COGL_FIXED_MUL (M (m, 0, 1), _y)
|
|
+ COGL_FIXED_MUL (M (m, 0, 2), _z)
|
|
+ COGL_FIXED_MUL (M (m, 0, 3), _w);
|
|
|
|
*y = COGL_FIXED_MUL (M (m, 1, 0), _x)
|
|
+ COGL_FIXED_MUL (M (m, 1, 1), _y)
|
|
+ COGL_FIXED_MUL (M (m, 1, 2), _z)
|
|
+ COGL_FIXED_MUL (M (m, 1, 3), _w);
|
|
|
|
*z = COGL_FIXED_MUL (M (m, 2, 0), _x)
|
|
+ COGL_FIXED_MUL (M (m, 2, 1), _y)
|
|
+ COGL_FIXED_MUL (M (m, 2, 2), _z)
|
|
+ COGL_FIXED_MUL (M (m, 2, 3), _w);
|
|
|
|
*w = COGL_FIXED_MUL (M (m, 3, 0), _x)
|
|
+ COGL_FIXED_MUL (M (m, 3, 1), _y)
|
|
+ COGL_FIXED_MUL (M (m, 3, 2), _z)
|
|
+ COGL_FIXED_MUL (M (m, 3, 3), _w);
|
|
|
|
/* Specially for Matthew: was going to put a comment here, but could not
|
|
* think of anything at all to say ;)
|
|
*/
|
|
}
|
|
|
|
#undef M
|
|
|
|
/* Applies the transforms associated with this actor and its ancestors,
|
|
* retrieves the resulting OpenGL modelview matrix, and uses the matrix
|
|
* to transform the supplied point
|
|
*/
|
|
static void
|
|
clutter_actor_transform_point_relative (ClutterActor *actor,
|
|
ClutterActor *ancestor,
|
|
ClutterUnit *x,
|
|
ClutterUnit *y,
|
|
ClutterUnit *z,
|
|
ClutterUnit *w)
|
|
{
|
|
ClutterFixed mtx[16];
|
|
|
|
cogl_push_matrix();
|
|
|
|
_clutter_actor_apply_modelview_transform_recursive (actor, ancestor);
|
|
cogl_get_modelview_matrix (mtx);
|
|
mtx_transform (mtx, x, y, z, w);
|
|
|
|
cogl_pop_matrix();
|
|
}
|
|
|
|
/* Applies the transforms associated with this actor and its ancestors,
|
|
* retrieves the resulting OpenGL modelview matrix, and uses the matrix
|
|
* to transform the supplied point
|
|
*/
|
|
static void
|
|
clutter_actor_transform_point (ClutterActor *actor,
|
|
ClutterUnit *x,
|
|
ClutterUnit *y,
|
|
ClutterUnit *z,
|
|
ClutterUnit *w)
|
|
{
|
|
ClutterFixed mtx[16];
|
|
|
|
cogl_push_matrix();
|
|
|
|
_clutter_actor_apply_modelview_transform_recursive (actor, NULL);
|
|
cogl_get_modelview_matrix (mtx);
|
|
mtx_transform (mtx, x, y, z, w);
|
|
|
|
cogl_pop_matrix();
|
|
}
|
|
|
|
/* Help macros to scale from OpenGL <-1,1> coordinates system to our
|
|
* X-window based <0,window-size> coordinates
|
|
*/
|
|
#define MTX_GL_SCALE_X(x,w,v1,v2) (COGL_FIXED_MUL (((COGL_FIXED_DIV ((x), (w)) + COGL_FIXED_1) >> 1), (v1)) + (v2))
|
|
#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - COGL_FIXED_MUL (((COGL_FIXED_DIV ((y), (w)) + COGL_FIXED_1) >> 1), (v1)) + (v2))
|
|
#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2)))
|
|
|
|
/**
|
|
* clutter_actor_apply_relative_transform_to_point:
|
|
* @self: A #ClutterActor
|
|
* @ancestor: A #ClutterActor ancestor, or %NULL to use the
|
|
* default #ClutterStage
|
|
* @point: A point as #ClutterVertex
|
|
* @vertex: The translated #ClutterVertex
|
|
*
|
|
* Transforms @point in coordinates relative to the actor into
|
|
* ancestor-relative coordinates using the relevant transform
|
|
* stack (i.e. scale, rotation, etc).
|
|
*
|
|
* If @ancestor is %NULL the ancestor will be the #ClutterStage. In
|
|
* this case, the coordinates returned will be the coordinates on
|
|
* the stage before the projection is applied. This is different from
|
|
* the behaviour of clutter_actor_apply_transform_to_point().
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
|
|
ClutterActor *ancestor,
|
|
ClutterVertex *point,
|
|
ClutterVertex *vertex)
|
|
{
|
|
ClutterFixed v[4];
|
|
ClutterFixed w = COGL_FIXED_1;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
|
|
|
|
/* First we tranform the point using the OpenGL modelview matrix */
|
|
clutter_actor_transform_point_relative (self, ancestor,
|
|
&point->x, &point->y, &point->z,
|
|
&w);
|
|
|
|
cogl_get_viewport (v);
|
|
|
|
/*
|
|
* The w[3] parameter should always be 1.0 here, so we ignore it; otherwise
|
|
* we would have to divide the original verts with it.
|
|
*/
|
|
vertex->x = COGL_FIXED_MUL ((point->x + COGL_FIXED_0_5), v[2]);
|
|
vertex->y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - point->y), v[3]);
|
|
vertex->z = COGL_FIXED_MUL ((point->z + COGL_FIXED_0_5), v[2]);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_apply_transform_to_point:
|
|
* @self: A #ClutterActor
|
|
* @point: A point as #ClutterVertex
|
|
* @vertex: The translated #ClutterVertex
|
|
*
|
|
* Transforms @point in coordinates relative to the actor
|
|
* into screen-relative coordinates with the current actor
|
|
* transformation (i.e. scale, rotation, etc)
|
|
*
|
|
* Since: 0.4
|
|
**/
|
|
void
|
|
clutter_actor_apply_transform_to_point (ClutterActor *self,
|
|
ClutterVertex *point,
|
|
ClutterVertex *vertex)
|
|
{
|
|
ClutterFixed mtx_p[16];
|
|
ClutterFixed v[4];
|
|
ClutterFixed w = COGL_FIXED_1;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
/* First we tranform the point using the OpenGL modelview matrix */
|
|
clutter_actor_transform_point (self, &point->x, &point->y, &point->z, &w);
|
|
|
|
cogl_get_projection_matrix (mtx_p);
|
|
cogl_get_viewport (v);
|
|
|
|
/* Now, transform it again with the projection matrix */
|
|
mtx_transform (mtx_p, &point->x, &point->y, &point->z, &w);
|
|
|
|
/* Finaly translate from OpenGL coords to window coords */
|
|
vertex->x = MTX_GL_SCALE_X (point->x, w, v[2], v[0]);
|
|
vertex->y = MTX_GL_SCALE_Y (point->y, w, v[3], v[1]);
|
|
vertex->z = MTX_GL_SCALE_Z (point->z, w, v[2], v[0]);
|
|
}
|
|
|
|
/* Recursively tranform supplied vertices with the tranform for the current
|
|
* actor and up to the ancestor (like clutter_actor_transform_point() but
|
|
* for all the vertices in one go).
|
|
*/
|
|
static void
|
|
clutter_actor_transform_vertices_relative (ClutterActor *self,
|
|
ClutterActor *ancestor,
|
|
ClutterVertex verts[4],
|
|
ClutterFixed w[4])
|
|
{
|
|
ClutterFixed mtx[16];
|
|
ClutterFixed _x, _y, _z, _w;
|
|
|
|
cogl_push_matrix();
|
|
|
|
_clutter_actor_apply_modelview_transform_recursive (self, ancestor);
|
|
cogl_get_modelview_matrix (mtx);
|
|
|
|
_x = 0;
|
|
_y = 0;
|
|
_z = 0;
|
|
_w = COGL_FIXED_1;
|
|
|
|
mtx_transform (mtx, &_x, &_y, &_z, &_w);
|
|
|
|
verts[0].x = _x;
|
|
verts[0].y = _y;
|
|
verts[0].z = _z;
|
|
w[0] = _w;
|
|
|
|
_x = self->priv->allocation.x2 - self->priv->allocation.x1;
|
|
_y = 0;
|
|
_z = 0;
|
|
_w = COGL_FIXED_1;
|
|
|
|
mtx_transform (mtx, &_x, &_y, &_z, &_w);
|
|
|
|
verts[1].x = _x;
|
|
verts[1].y = _y;
|
|
verts[1].z = _z;
|
|
w[1] = _w;
|
|
|
|
_x = 0;
|
|
_y = self->priv->allocation.y2 - self->priv->allocation.y1;
|
|
_z = 0;
|
|
_w = COGL_FIXED_1;
|
|
|
|
mtx_transform (mtx, &_x, &_y, &_z, &_w);
|
|
|
|
verts[2].x = _x;
|
|
verts[2].y = _y;
|
|
verts[2].z = _z;
|
|
w[2] = _w;
|
|
|
|
_x = self->priv->allocation.x2 - self->priv->allocation.x1;
|
|
_y = self->priv->allocation.y2 - self->priv->allocation.y1;
|
|
_z = 0;
|
|
_w = COGL_FIXED_1;
|
|
|
|
mtx_transform (mtx, &_x, &_y, &_z, &_w);
|
|
|
|
verts[3].x = _x;
|
|
verts[3].y = _y;
|
|
verts[3].z = _z;
|
|
w[3] = _w;
|
|
|
|
cogl_pop_matrix();
|
|
}
|
|
|
|
/* Recursively tranform supplied box with the tranform for the current
|
|
* actor and all its ancestors (like clutter_actor_transform_point()
|
|
* but for all the vertices in one go) and project it into screen
|
|
* coordinates
|
|
*/
|
|
static void
|
|
clutter_actor_transform_and_project_box (ClutterActor *self,
|
|
const ClutterActorBox *box,
|
|
ClutterVertex verts[4])
|
|
{
|
|
ClutterActor *stage;
|
|
ClutterFixed mtx[16];
|
|
ClutterFixed mtx_p[16];
|
|
ClutterFixed _x, _y, _z, _w;
|
|
ClutterFixed w[4];
|
|
ClutterFixed v[4];
|
|
|
|
/* We essentially have to dupe some code from clutter_redraw() here
|
|
* to make sure GL Matrices etc are initialised if we're called and we
|
|
* havn't yet rendered anything.
|
|
*
|
|
* Simply duping code for now in wait for Cogl cleanup that can hopefully
|
|
* address this in a nicer way.
|
|
*/
|
|
stage = clutter_actor_get_stage (self);
|
|
|
|
/* FIXME: if were not yet added to a stage, its probably unsafe to
|
|
* return default - idealy the func should fail.
|
|
*/
|
|
if (stage == NULL)
|
|
stage = clutter_stage_get_default ();
|
|
|
|
clutter_stage_ensure_current (CLUTTER_STAGE (stage));
|
|
_clutter_stage_maybe_setup_viewport (CLUTTER_STAGE (stage));
|
|
|
|
cogl_push_matrix();
|
|
_clutter_actor_apply_modelview_transform_recursive (self, NULL);
|
|
|
|
cogl_get_modelview_matrix (mtx);
|
|
|
|
_x = 0;
|
|
_y = 0;
|
|
_z = 0;
|
|
_w = COGL_FIXED_1;
|
|
|
|
mtx_transform (mtx, &_x, &_y, &_z, &_w);
|
|
|
|
verts[0].x = _x;
|
|
verts[0].y = _y;
|
|
verts[0].z = _z;
|
|
w[0] = _w;
|
|
|
|
_x = box->x2 - box->x1;
|
|
_y = 0;
|
|
_z = 0;
|
|
_w = COGL_FIXED_1;
|
|
|
|
mtx_transform (mtx, &_x, &_y, &_z, &_w);
|
|
|
|
verts[1].x = _x;
|
|
verts[1].y = _y;
|
|
verts[1].z = _z;
|
|
w[1] = _w;
|
|
|
|
_x = 0;
|
|
_y = box->y2 - box->y1;
|
|
_z = 0;
|
|
_w = COGL_FIXED_1;
|
|
|
|
mtx_transform (mtx, &_x, &_y, &_z, &_w);
|
|
|
|
verts[2].x = _x;
|
|
verts[2].y = _y;
|
|
verts[2].z = _z;
|
|
w[2] = _w;
|
|
|
|
_x = box->x2 - box->x1;
|
|
_y = box->y2 - box->y1;
|
|
_z = 0;
|
|
_w = COGL_FIXED_1;
|
|
|
|
mtx_transform (mtx, &_x, &_y, &_z, &_w);
|
|
|
|
verts[3].x = _x;
|
|
verts[3].y = _y;
|
|
verts[3].z = _z;
|
|
w[3] = _w;
|
|
|
|
cogl_pop_matrix();
|
|
|
|
cogl_get_projection_matrix (mtx_p);
|
|
cogl_get_viewport (v);
|
|
|
|
mtx_transform (mtx_p,
|
|
&verts[0].x,
|
|
&verts[0].y,
|
|
&verts[0].z,
|
|
&w[0]);
|
|
|
|
verts[0].x = MTX_GL_SCALE_X (verts[0].x, w[0], v[2], v[0]);
|
|
verts[0].y = MTX_GL_SCALE_Y (verts[0].y, w[0], v[3], v[1]);
|
|
verts[0].z = MTX_GL_SCALE_Z (verts[0].z, w[0], v[2], v[0]);
|
|
|
|
mtx_transform (mtx_p,
|
|
&verts[1].x,
|
|
&verts[1].y,
|
|
&verts[1].z,
|
|
&w[1]);
|
|
|
|
verts[1].x = MTX_GL_SCALE_X (verts[1].x, w[1], v[2], v[0]);
|
|
verts[1].y = MTX_GL_SCALE_Y (verts[1].y, w[1], v[3], v[1]);
|
|
verts[1].z = MTX_GL_SCALE_Z (verts[1].z, w[1], v[2], v[0]);
|
|
|
|
mtx_transform (mtx_p,
|
|
&verts[2].x,
|
|
&verts[2].y,
|
|
&verts[2].z,
|
|
&w[2]);
|
|
|
|
verts[2].x = MTX_GL_SCALE_X (verts[2].x, w[2], v[2], v[0]);
|
|
verts[2].y = MTX_GL_SCALE_Y (verts[2].y, w[2], v[3], v[1]);
|
|
verts[2].z = MTX_GL_SCALE_Z (verts[2].z, w[2], v[2], v[0]);
|
|
|
|
mtx_transform (mtx_p,
|
|
&verts[3].x,
|
|
&verts[3].y,
|
|
&verts[3].z,
|
|
&w[3]);
|
|
|
|
verts[3].x = MTX_GL_SCALE_X (verts[3].x, w[3], v[2], v[0]);
|
|
verts[3].y = MTX_GL_SCALE_Y (verts[3].y, w[3], v[3], v[1]);
|
|
verts[3].z = MTX_GL_SCALE_Z (verts[3].z, w[3], v[2], v[0]);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_allocation_vertices:
|
|
* @self: A #ClutterActor
|
|
* @ancestor: A #ClutterActor to calculate the vertices against, or %NULL
|
|
* to use the default #ClutterStage
|
|
* @verts: return location for an array of 4 #ClutterVertex in which
|
|
* to store the result.
|
|
*
|
|
* Calculates the transformed coordinates of the four corners of the
|
|
* actor in the plane of @ancestor. The returned vertices relate to
|
|
* the #ClutterActorBox coordinates as follows:
|
|
* <itemizedlist>
|
|
* <listitem><para>v[0] contains (x1, y1)</para></listitem>
|
|
* <listitem><para>v[1] contains (x2, y1)</para></listitem>
|
|
* <listitem><para>v[2] contains (x1, y2)</para></listitem>
|
|
* <listitem><para>v[3] contains (x2, y2)</para></listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* If @ancestor is %NULL the ancestor will be the #ClutterStage. In
|
|
* this case, the coordinates returned will be the coordinates on
|
|
* the stage before the projection is applied. This is different from
|
|
* the behaviour of clutter_actor_get_abs_allocation_vertices().
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_get_allocation_vertices (ClutterActor *self,
|
|
ClutterActor *ancestor,
|
|
ClutterVertex verts[4])
|
|
{
|
|
ClutterFixed v[4];
|
|
ClutterFixed w[4];
|
|
ClutterActorPrivate *priv;
|
|
ClutterActor *stage;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
|
|
|
|
priv = self->priv;
|
|
|
|
/* We essentially have to dupe some code from clutter_redraw() here
|
|
* to make sure GL Matrices etc are initialised if we're called and we
|
|
* havn't yet rendered anything.
|
|
*
|
|
* Simply duping code for now in wait for Cogl cleanup that can hopefully
|
|
* address this in a nicer way.
|
|
*/
|
|
stage = clutter_actor_get_stage (self);
|
|
|
|
/* FIXME: if were not yet added to a stage, its probably unsafe to
|
|
* return default - idealy the func should fail.
|
|
*/
|
|
if (stage == NULL)
|
|
stage = clutter_stage_get_default ();
|
|
|
|
clutter_stage_ensure_current (CLUTTER_STAGE (stage));
|
|
_clutter_stage_maybe_setup_viewport (CLUTTER_STAGE (stage));
|
|
|
|
/* if the actor needs to be allocated we force a relayout, so that
|
|
* clutter_actor_transform_vertices_relative() will have valid values
|
|
* to use in the transformations
|
|
*/
|
|
if (priv->needs_allocation)
|
|
_clutter_stage_maybe_relayout (stage);
|
|
|
|
clutter_actor_transform_vertices_relative (self, ancestor, verts, w);
|
|
cogl_get_viewport (v);
|
|
|
|
/*
|
|
* The w[3] parameter should always be 1.0 here, so we ignore it; otherwise
|
|
* we would have to devide the original verts with it.
|
|
*/
|
|
verts[0].x = COGL_FIXED_MUL ((verts[0].x + COGL_FIXED_0_5), v[2]);
|
|
verts[0].y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - verts[0].y), v[3]);
|
|
verts[0].z = COGL_FIXED_MUL ((verts[0].z + COGL_FIXED_0_5), v[2]);
|
|
|
|
verts[1].x = COGL_FIXED_MUL ((verts[1].x + COGL_FIXED_0_5), v[2]);
|
|
verts[1].y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - verts[1].y), v[3]);
|
|
verts[1].z = COGL_FIXED_MUL ((verts[1].z + COGL_FIXED_0_5), v[2]);
|
|
|
|
verts[2].x = COGL_FIXED_MUL ((verts[2].x + COGL_FIXED_0_5), v[2]);
|
|
verts[2].y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - verts[2].y), v[3]);
|
|
verts[2].z = COGL_FIXED_MUL ((verts[2].z + COGL_FIXED_0_5), v[2]);
|
|
|
|
verts[3].x = COGL_FIXED_MUL ((verts[3].x + COGL_FIXED_0_5), v[2]);
|
|
verts[3].y = COGL_FIXED_MUL ((COGL_FIXED_0_5 - verts[3].y), v[3]);
|
|
verts[3].z = COGL_FIXED_MUL ((verts[3].z + COGL_FIXED_0_5), v[2]);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_abs_allocation_vertices:
|
|
* @self: A #ClutterActor
|
|
* @verts: Pointer to a location of an array of 4 #ClutterVertex where to
|
|
* store the result.
|
|
*
|
|
* Calculates the transformed screen coordinates of the four corners of
|
|
* the actor; the returned vertices relate to the #ClutterActorBox
|
|
* coordinates as follows:
|
|
* <itemizedlist>
|
|
* <listitem><para>v[0] contains (x1, y1)</para></listitem>
|
|
* <listitem><para>v[1] contains (x2, y1)</para></listitem>
|
|
* <listitem><para>v[2] contains (x1, y2)</para></listitem>
|
|
* <listitem><para>v[3] contains (x2, y2)</para></listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
|
|
ClutterVertex verts[4])
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
/* if the actor needs to be allocated we force a relayout, so that
|
|
* the actor allocation box will be valid for
|
|
* clutter_actor_transform_and_project_box()
|
|
*/
|
|
if (priv->needs_allocation)
|
|
{
|
|
ClutterActor *stage = clutter_actor_get_stage (self);
|
|
|
|
/* FIXME: if were not yet added to a stage, its probably unsafe to
|
|
* return default - idealy the func should fail.
|
|
*/
|
|
if (stage == NULL)
|
|
stage = clutter_stage_get_default ();
|
|
|
|
_clutter_stage_maybe_relayout (stage);
|
|
}
|
|
|
|
clutter_actor_transform_and_project_box (self,
|
|
&self->priv->allocation,
|
|
verts);
|
|
}
|
|
|
|
/* Applies the transforms associated with this actor to the
|
|
* OpenGL modelview matrix.
|
|
*
|
|
* This function does not push/pop matrix; it is the responsibility
|
|
* of the caller to do so as appropriate
|
|
*/
|
|
static void
|
|
_clutter_actor_apply_modelview_transform (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
gboolean is_stage = CLUTTER_IS_STAGE (self);
|
|
|
|
if (!is_stage)
|
|
cogl_translatex (CLUTTER_UNITS_TO_FIXED (priv->allocation.x1),
|
|
CLUTTER_UNITS_TO_FIXED (priv->allocation.y1),
|
|
0);
|
|
|
|
/*
|
|
* because the rotation involves translations, we must scale before
|
|
* applying the rotations (if we apply the scale after the rotations,
|
|
* the translations included in the rotation are not scaled and so the
|
|
* entire object will move on the screen as a result of rotating it).
|
|
*/
|
|
if (priv->scale_x != COGL_FIXED_1 || priv->scale_y != COGL_FIXED_1)
|
|
cogl_scale (priv->scale_x, priv->scale_y);
|
|
|
|
if (priv->rzang)
|
|
{
|
|
cogl_translatex (CLUTTER_UNITS_TO_FIXED (priv->rzx),
|
|
CLUTTER_UNITS_TO_FIXED (priv->rzy),
|
|
0);
|
|
|
|
cogl_rotatex (priv->rzang, 0, 0, COGL_FIXED_1);
|
|
|
|
cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->rzx),
|
|
CLUTTER_UNITS_TO_FIXED (-priv->rzy),
|
|
0);
|
|
}
|
|
|
|
if (priv->ryang)
|
|
{
|
|
cogl_translatex (CLUTTER_UNITS_TO_FIXED (priv->ryx),
|
|
0,
|
|
CLUTTER_UNITS_TO_FIXED (priv->z + priv->ryz));
|
|
|
|
cogl_rotatex (priv->ryang, 0, COGL_FIXED_1, 0);
|
|
|
|
cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->ryx),
|
|
0,
|
|
CLUTTER_UNITS_TO_FIXED (-(priv->z + priv->ryz)));
|
|
}
|
|
|
|
if (priv->rxang)
|
|
{
|
|
cogl_translatex (0,
|
|
CLUTTER_UNITS_TO_FIXED (priv->rxy),
|
|
CLUTTER_UNITS_TO_FIXED (priv->z + priv->rxz));
|
|
|
|
cogl_rotatex (priv->rxang, COGL_FIXED_1, 0, 0);
|
|
|
|
cogl_translatex (0,
|
|
CLUTTER_UNITS_TO_FIXED (-priv->rxy),
|
|
CLUTTER_UNITS_TO_FIXED (-(priv->z + priv->rxz)));
|
|
}
|
|
|
|
if (!is_stage && (priv->anchor_x || priv->anchor_y))
|
|
cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->anchor_x),
|
|
CLUTTER_UNITS_TO_FIXED (-priv->anchor_y),
|
|
0);
|
|
|
|
if (priv->z)
|
|
cogl_translatex (0, 0, priv->z);
|
|
}
|
|
|
|
/* Recursively applies the transforms associated with this actor and
|
|
* its ancestors to the OpenGL modelview matrix. Use NULL if you want this
|
|
* to go all the way down to the stage.
|
|
*
|
|
* This function does not push/pop matrix; it is the responsibility
|
|
* of the caller to do so as appropriate
|
|
*/
|
|
void
|
|
_clutter_actor_apply_modelview_transform_recursive (ClutterActor *self,
|
|
ClutterActor *ancestor)
|
|
{
|
|
ClutterActor *parent, *stage;
|
|
|
|
parent = clutter_actor_get_parent (self);
|
|
|
|
/*
|
|
* If we reached the ancestor, quit
|
|
* NB: NULL ancestor means the stage, and this will not trigger
|
|
* (as it should not)
|
|
*/
|
|
if (self == ancestor)
|
|
return;
|
|
|
|
stage = clutter_actor_get_stage (self);
|
|
|
|
/* FIXME: if were not yet added to a stage, its probably unsafe to
|
|
* return default - idealy the func should fail.
|
|
*/
|
|
if (stage == NULL)
|
|
stage = clutter_stage_get_default ();
|
|
|
|
if (parent)
|
|
_clutter_actor_apply_modelview_transform_recursive (parent, ancestor);
|
|
else if (self != stage)
|
|
_clutter_actor_apply_modelview_transform (stage);
|
|
|
|
_clutter_actor_apply_modelview_transform (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_paint:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Renders the actor to display.
|
|
*
|
|
* This function should not be called directly by applications.
|
|
* Call clutter_actor_queue_redraw() to queue paints, instead.
|
|
*/
|
|
void
|
|
clutter_actor_paint (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterMainContext *context;
|
|
gboolean clip_set = FALSE;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
if (!CLUTTER_ACTOR_IS_REALIZED (self))
|
|
{
|
|
CLUTTER_NOTE (PAINT, "Attempting realize via paint()");
|
|
clutter_actor_realize(self);
|
|
|
|
if (!CLUTTER_ACTOR_IS_REALIZED (self))
|
|
{
|
|
CLUTTER_NOTE (PAINT, "Attempt failed, aborting paint");
|
|
return;
|
|
}
|
|
}
|
|
|
|
cogl_push_matrix();
|
|
|
|
_clutter_actor_apply_modelview_transform (self);
|
|
|
|
if (priv->has_clip)
|
|
{
|
|
cogl_clip_set (CLUTTER_UNITS_TO_FIXED (priv->clip[0]),
|
|
CLUTTER_UNITS_TO_FIXED (priv->clip[1]),
|
|
CLUTTER_UNITS_TO_FIXED (priv->clip[2]),
|
|
CLUTTER_UNITS_TO_FIXED (priv->clip[3]));
|
|
clip_set = TRUE;
|
|
}
|
|
|
|
context = clutter_context_get_default ();
|
|
if (G_UNLIKELY (context->pick_mode != CLUTTER_PICK_NONE))
|
|
{
|
|
ClutterColor col = { 0, };
|
|
|
|
_clutter_id_to_color (clutter_actor_get_gid (self), &col);
|
|
|
|
/* Actor will then paint silhouette of itself in supplied
|
|
* color. See clutter_stage_get_actor_at_pos() for where
|
|
* picking is enabled.
|
|
*/
|
|
clutter_actor_pick (self, &col);
|
|
}
|
|
else
|
|
{
|
|
clutter_actor_shader_pre_paint (self, FALSE);
|
|
|
|
g_signal_emit (self, actor_signals[PAINT], 0);
|
|
|
|
clutter_actor_shader_post_paint (self);
|
|
}
|
|
|
|
if (clip_set)
|
|
cogl_clip_unset();
|
|
|
|
cogl_pop_matrix();
|
|
}
|
|
|
|
/* fixed point, unit based rotation setter, to be used by
|
|
* set_property() so that we don't lose precision in the
|
|
* center coordinates by converting them to and from units
|
|
*/
|
|
static inline void
|
|
clutter_actor_set_rotation_internal (ClutterActor *self,
|
|
ClutterRotateAxis axis,
|
|
ClutterFixed angle,
|
|
ClutterUnit center_x,
|
|
ClutterUnit center_y,
|
|
ClutterUnit center_z)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
|
|
g_object_ref (self);
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
switch (axis)
|
|
{
|
|
case CLUTTER_X_AXIS:
|
|
priv->rxang = angle;
|
|
priv->rxy = center_y;
|
|
priv->rxz = center_z;
|
|
g_object_notify (G_OBJECT (self), "rotation-angle-x");
|
|
g_object_notify (G_OBJECT (self), "rotation-center-x");
|
|
break;
|
|
|
|
case CLUTTER_Y_AXIS:
|
|
priv->ryang = angle;
|
|
priv->ryx = center_x;
|
|
priv->ryz = center_z;
|
|
g_object_notify (G_OBJECT (self), "rotation-angle-y");
|
|
g_object_notify (G_OBJECT (self), "rotation-center-y");
|
|
break;
|
|
|
|
case CLUTTER_Z_AXIS:
|
|
priv->rzang = angle;
|
|
priv->rzx = center_x;
|
|
priv->rzy = center_y;
|
|
g_object_notify (G_OBJECT (self), "rotation-angle-z");
|
|
g_object_notify (G_OBJECT (self), "rotation-center-z");
|
|
break;
|
|
}
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
g_object_unref (self);
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_queue_redraw (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_property (GObject *object,
|
|
guint prop_id,
|
|
const GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
|
|
ClutterActor *actor;
|
|
ClutterActorPrivate *priv;
|
|
|
|
actor = CLUTTER_ACTOR(object);
|
|
priv = actor->priv;
|
|
|
|
switch (prop_id)
|
|
{
|
|
case PROP_X:
|
|
clutter_actor_set_x (actor, g_value_get_int (value));
|
|
break;
|
|
case PROP_Y:
|
|
clutter_actor_set_y (actor, g_value_get_int (value));
|
|
break;
|
|
case PROP_WIDTH:
|
|
clutter_actor_set_width (actor, g_value_get_int (value));
|
|
break;
|
|
case PROP_HEIGHT:
|
|
clutter_actor_set_height (actor, g_value_get_int (value));
|
|
break;
|
|
case PROP_FIXED_X:
|
|
clutter_actor_set_xu (actor, clutter_value_get_unit (value));
|
|
break;
|
|
case PROP_FIXED_Y:
|
|
clutter_actor_set_yu (actor, clutter_value_get_unit (value));
|
|
break;
|
|
case PROP_FIXED_POSITION_SET:
|
|
clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
|
|
break;
|
|
case PROP_MIN_WIDTH:
|
|
clutter_actor_set_min_width (actor, clutter_value_get_unit (value));
|
|
break;
|
|
case PROP_MIN_HEIGHT:
|
|
clutter_actor_set_min_height (actor, clutter_value_get_unit (value));
|
|
break;
|
|
case PROP_NATURAL_WIDTH:
|
|
clutter_actor_set_natural_width (actor, clutter_value_get_unit (value));
|
|
break;
|
|
case PROP_NATURAL_HEIGHT:
|
|
clutter_actor_set_natural_height (actor, clutter_value_get_unit (value));
|
|
break;
|
|
case PROP_MIN_WIDTH_SET:
|
|
clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
|
|
break;
|
|
case PROP_MIN_HEIGHT_SET:
|
|
clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
|
|
break;
|
|
case PROP_NATURAL_WIDTH_SET:
|
|
clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
|
|
break;
|
|
case PROP_NATURAL_HEIGHT_SET:
|
|
clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
|
|
break;
|
|
case PROP_REQUEST_MODE:
|
|
clutter_actor_set_request_mode (actor, g_value_get_enum (value));
|
|
break;
|
|
case PROP_DEPTH:
|
|
clutter_actor_set_depth (actor, g_value_get_int (value));
|
|
break;
|
|
case PROP_OPACITY:
|
|
clutter_actor_set_opacity (actor, g_value_get_uchar (value));
|
|
break;
|
|
case PROP_NAME:
|
|
clutter_actor_set_name (actor, g_value_get_string (value));
|
|
break;
|
|
case PROP_VISIBLE:
|
|
if (g_value_get_boolean (value) == TRUE)
|
|
clutter_actor_show (actor);
|
|
else
|
|
clutter_actor_hide (actor);
|
|
break;
|
|
case PROP_SCALE_X:
|
|
clutter_actor_set_scalex
|
|
(actor,
|
|
COGL_FIXED_FROM_FLOAT (g_value_get_double (value)),
|
|
priv->scale_y);
|
|
break;
|
|
case PROP_SCALE_Y:
|
|
clutter_actor_set_scalex
|
|
(actor,
|
|
priv->scale_x,
|
|
COGL_FIXED_FROM_FLOAT (g_value_get_double (value)));
|
|
break;
|
|
case PROP_CLIP:
|
|
{
|
|
ClutterGeometry *geom = g_value_get_boxed (value);
|
|
|
|
clutter_actor_set_clip (actor,
|
|
geom->x, geom->y,
|
|
geom->width, geom->height);
|
|
}
|
|
break;
|
|
case PROP_REACTIVE:
|
|
clutter_actor_set_reactive (actor, g_value_get_boolean (value));
|
|
break;
|
|
case PROP_ROTATION_ANGLE_X:
|
|
{
|
|
ClutterFixed angle;
|
|
|
|
angle = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
|
|
clutter_actor_set_rotation_internal (actor,
|
|
CLUTTER_X_AXIS,
|
|
angle,
|
|
0,
|
|
priv->rxy,
|
|
priv->rxz);
|
|
}
|
|
break;
|
|
case PROP_ROTATION_ANGLE_Y:
|
|
{
|
|
ClutterFixed angle;
|
|
|
|
angle = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
|
|
clutter_actor_set_rotation_internal (actor,
|
|
CLUTTER_Y_AXIS,
|
|
angle,
|
|
priv->ryx,
|
|
0,
|
|
priv->ryz);
|
|
}
|
|
break;
|
|
case PROP_ROTATION_ANGLE_Z:
|
|
{
|
|
ClutterFixed angle;
|
|
|
|
angle = COGL_FIXED_FROM_FLOAT (g_value_get_double (value));
|
|
clutter_actor_set_rotation_internal (actor,
|
|
CLUTTER_Z_AXIS,
|
|
angle,
|
|
priv->rzx,
|
|
priv->rzy,
|
|
0);
|
|
}
|
|
break;
|
|
case PROP_ROTATION_CENTER_X:
|
|
{
|
|
ClutterVertex *center;
|
|
|
|
center = g_value_get_boxed (value);
|
|
if (center)
|
|
clutter_actor_set_rotation_internal (actor,
|
|
CLUTTER_X_AXIS,
|
|
priv->rxang,
|
|
0,
|
|
center->y,
|
|
center->z);
|
|
}
|
|
break;
|
|
case PROP_ROTATION_CENTER_Y:
|
|
{
|
|
ClutterVertex *center;
|
|
|
|
center = g_value_get_boxed (value);
|
|
if (center)
|
|
clutter_actor_set_rotation_internal (actor,
|
|
CLUTTER_Y_AXIS,
|
|
priv->ryang,
|
|
center->x,
|
|
0,
|
|
center->z);
|
|
}
|
|
break;
|
|
case PROP_ROTATION_CENTER_Z:
|
|
{
|
|
ClutterVertex *center;
|
|
|
|
center = g_value_get_boxed (value);
|
|
if (center)
|
|
clutter_actor_set_rotation_internal (actor,
|
|
CLUTTER_Z_AXIS,
|
|
priv->rzang,
|
|
center->x,
|
|
center->y,
|
|
0);
|
|
}
|
|
break;
|
|
case PROP_ANCHOR_X:
|
|
{
|
|
int anchor_x = g_value_get_int (value);
|
|
clutter_actor_set_anchor_pointu (actor,
|
|
CLUTTER_UNITS_FROM_DEVICE (anchor_x),
|
|
priv->anchor_y);
|
|
}
|
|
break;
|
|
case PROP_ANCHOR_Y:
|
|
{
|
|
int anchor_y = g_value_get_int (value);
|
|
clutter_actor_set_anchor_pointu (actor,
|
|
priv->anchor_x,
|
|
CLUTTER_UNITS_FROM_DEVICE (anchor_y));
|
|
}
|
|
break;
|
|
case PROP_SHOW_ON_SET_PARENT:
|
|
priv->show_on_set_parent = g_value_get_boolean (value);
|
|
break;
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_actor_get_property (GObject *object,
|
|
guint prop_id,
|
|
GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
ClutterActor *actor;
|
|
ClutterActorPrivate *priv;
|
|
|
|
actor = CLUTTER_ACTOR(object);
|
|
priv = actor->priv;
|
|
|
|
switch (prop_id)
|
|
{
|
|
case PROP_X:
|
|
g_value_set_int (value, clutter_actor_get_x (actor));
|
|
break;
|
|
case PROP_Y:
|
|
g_value_set_int (value, clutter_actor_get_y (actor));
|
|
break;
|
|
case PROP_WIDTH:
|
|
g_value_set_int (value, clutter_actor_get_width (actor));
|
|
break;
|
|
case PROP_HEIGHT:
|
|
g_value_set_int (value, clutter_actor_get_height (actor));
|
|
break;
|
|
case PROP_FIXED_X:
|
|
clutter_value_set_unit (value, priv->fixed_x);
|
|
break;
|
|
case PROP_FIXED_Y:
|
|
clutter_value_set_unit (value, priv->fixed_y);
|
|
break;
|
|
case PROP_FIXED_POSITION_SET:
|
|
g_value_set_boolean (value, priv->position_set);
|
|
break;
|
|
case PROP_MIN_WIDTH:
|
|
clutter_value_set_unit (value, priv->request_min_width);
|
|
break;
|
|
case PROP_MIN_HEIGHT:
|
|
clutter_value_set_unit (value, priv->request_min_height);
|
|
break;
|
|
case PROP_NATURAL_WIDTH:
|
|
clutter_value_set_unit (value, priv->request_natural_width);
|
|
break;
|
|
case PROP_NATURAL_HEIGHT:
|
|
clutter_value_set_unit (value, priv->request_natural_height);
|
|
break;
|
|
case PROP_MIN_WIDTH_SET:
|
|
g_value_set_boolean (value, priv->min_width_set);
|
|
break;
|
|
case PROP_MIN_HEIGHT_SET:
|
|
g_value_set_boolean (value, priv->min_height_set);
|
|
break;
|
|
case PROP_NATURAL_WIDTH_SET:
|
|
g_value_set_boolean (value, priv->natural_width_set);
|
|
break;
|
|
case PROP_NATURAL_HEIGHT_SET:
|
|
g_value_set_boolean (value, priv->natural_height_set);
|
|
break;
|
|
case PROP_REQUEST_MODE:
|
|
g_value_set_enum (value, priv->request_mode);
|
|
break;
|
|
case PROP_ALLOCATION:
|
|
g_value_set_boxed (value, &priv->allocation);
|
|
break;
|
|
case PROP_DEPTH:
|
|
g_value_set_int (value, clutter_actor_get_depth (actor));
|
|
break;
|
|
case PROP_OPACITY:
|
|
g_value_set_uchar (value, priv->opacity);
|
|
break;
|
|
case PROP_NAME:
|
|
g_value_set_string (value, priv->name);
|
|
break;
|
|
case PROP_VISIBLE:
|
|
g_value_set_boolean (value,
|
|
(CLUTTER_ACTOR_IS_VISIBLE (actor) != FALSE));
|
|
break;
|
|
case PROP_HAS_CLIP:
|
|
g_value_set_boolean (value, priv->has_clip);
|
|
break;
|
|
case PROP_CLIP:
|
|
{
|
|
ClutterGeometry clip = { 0, };
|
|
|
|
clip.x = CLUTTER_UNITS_TO_DEVICE (priv->clip[0]);
|
|
clip.y = CLUTTER_UNITS_TO_DEVICE (priv->clip[1]);
|
|
clip.width = CLUTTER_UNITS_TO_DEVICE (priv->clip[2]);
|
|
clip.height = CLUTTER_UNITS_TO_DEVICE (priv->clip[3]);
|
|
|
|
g_value_set_boxed (value, &clip);
|
|
}
|
|
break;
|
|
case PROP_SCALE_X:
|
|
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->scale_x));
|
|
break;
|
|
case PROP_SCALE_Y:
|
|
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->scale_y));
|
|
break;
|
|
case PROP_REACTIVE:
|
|
g_value_set_boolean (value, clutter_actor_get_reactive (actor));
|
|
break;
|
|
case PROP_ROTATION_ANGLE_X:
|
|
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->rxang));
|
|
break;
|
|
case PROP_ROTATION_ANGLE_Y:
|
|
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->ryang));
|
|
break;
|
|
case PROP_ROTATION_ANGLE_Z:
|
|
g_value_set_double (value, COGL_FIXED_TO_DOUBLE (priv->rzang));
|
|
break;
|
|
case PROP_ROTATION_CENTER_X:
|
|
{
|
|
ClutterVertex center = { 0, };
|
|
|
|
center.y = priv->rxy;
|
|
center.z = priv->rxz;
|
|
|
|
g_value_set_boxed (value, ¢er);
|
|
}
|
|
break;
|
|
case PROP_ROTATION_CENTER_Y:
|
|
{
|
|
ClutterVertex center = { 0, };
|
|
|
|
center.x = priv->ryx;
|
|
center.z = priv->ryz;
|
|
|
|
g_value_set_boxed (value, ¢er);
|
|
}
|
|
break;
|
|
case PROP_ROTATION_CENTER_Z:
|
|
{
|
|
ClutterVertex center = { 0, };
|
|
|
|
center.x = priv->rzx;
|
|
center.y = priv->rzy;
|
|
|
|
g_value_set_boxed (value, ¢er);
|
|
}
|
|
break;
|
|
case PROP_ANCHOR_X:
|
|
g_value_set_int (value, CLUTTER_UNITS_TO_DEVICE (priv->anchor_x));
|
|
break;
|
|
case PROP_ANCHOR_Y:
|
|
g_value_set_int (value, CLUTTER_UNITS_TO_DEVICE (priv->anchor_y));
|
|
break;
|
|
case PROP_SHOW_ON_SET_PARENT:
|
|
g_value_set_boolean (value, priv->show_on_set_parent);
|
|
break;
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_actor_dispose (GObject *object)
|
|
{
|
|
ClutterActor *self = CLUTTER_ACTOR (object);
|
|
ClutterActorPrivate *priv = self->priv;
|
|
|
|
CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type `%s' (ref_count:%d)",
|
|
self->priv->id,
|
|
g_type_name (G_OBJECT_TYPE (self)),
|
|
object->ref_count);
|
|
|
|
/* avoid recursing when called from clutter_actor_destroy() */
|
|
if (priv->parent_actor)
|
|
{
|
|
ClutterActor *parent = priv->parent_actor;
|
|
|
|
if (CLUTTER_IS_CONTAINER (parent))
|
|
clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
|
|
else
|
|
priv->parent_actor = NULL;
|
|
}
|
|
|
|
clutter_actor_unrealize (self);
|
|
|
|
destroy_shader_data (self);
|
|
|
|
g_signal_emit (self, actor_signals[DESTROY], 0);
|
|
|
|
G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_finalize (GObject *object)
|
|
{
|
|
ClutterActor *actor = CLUTTER_ACTOR (object);
|
|
|
|
CLUTTER_NOTE (MISC, "Finalize object (id=%d) of type `%s'",
|
|
actor->priv->id,
|
|
g_type_name (G_OBJECT_TYPE (actor)));
|
|
|
|
g_free (actor->priv->name);
|
|
clutter_id_pool_remove (CLUTTER_CONTEXT()->id_pool, actor->priv->id);
|
|
|
|
G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_class_init (ClutterActorClass *klass)
|
|
{
|
|
GObjectClass *object_class = G_OBJECT_CLASS (klass);
|
|
|
|
object_class->set_property = clutter_actor_set_property;
|
|
object_class->get_property = clutter_actor_get_property;
|
|
object_class->dispose = clutter_actor_dispose;
|
|
object_class->finalize = clutter_actor_finalize;
|
|
|
|
g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
|
|
|
|
/**
|
|
* ClutterActor:x:
|
|
*
|
|
* X coordinate of the actor in pixels. If written, forces a fixed
|
|
* position for the actor. If read, returns the fixed position if any,
|
|
* otherwise the allocation if available, otherwise 0.
|
|
*/
|
|
g_object_class_install_property (object_class,
|
|
PROP_X,
|
|
g_param_spec_int ("x",
|
|
"X coordinate",
|
|
"X coordinate of the actor",
|
|
-G_MAXINT, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:y:
|
|
*
|
|
* Y coordinate of the actor in pixels. If written, forces a fixed
|
|
* position for the actor. If read, returns the fixed position if
|
|
* any, otherwise the allocation if available, otherwise 0.
|
|
*/
|
|
g_object_class_install_property (object_class,
|
|
PROP_Y,
|
|
g_param_spec_int ("y",
|
|
"Y coordinate",
|
|
"Y coordinate of the actor",
|
|
-G_MAXINT, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:width:
|
|
*
|
|
* Width of the actor (in pixels). If written, forces the minimum and
|
|
* natural size request of the actor to the given width. If read, returns
|
|
* the allocated width if available, otherwise the width request.
|
|
*/
|
|
g_object_class_install_property (object_class,
|
|
PROP_WIDTH,
|
|
g_param_spec_int ("width",
|
|
"Width",
|
|
"Width of the actor",
|
|
0, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:height:
|
|
*
|
|
* Height of the actor (in pixels). If written, forces the minimum and
|
|
* natural size request of the actor to the given height. If read, returns
|
|
* the allocated height if available, otherwise the height request.
|
|
*/
|
|
g_object_class_install_property (object_class,
|
|
PROP_HEIGHT,
|
|
g_param_spec_int ("height",
|
|
"Height",
|
|
"Height of the actor",
|
|
0, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
|
|
/**
|
|
* ClutterActor:fixed-x
|
|
*
|
|
* The fixed X position of the actor in ClutterUnit<!-- -->s. Writing this
|
|
* property sets the fixed-position-set property as well, as a side effect.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_FIXED_X,
|
|
clutter_param_spec_unit ("fixed-x",
|
|
"Fixed X",
|
|
"Forced X position of the actor",
|
|
CLUTTER_MINUNIT, CLUTTER_MAXUNIT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
|
|
/**
|
|
* ClutterActor:fixed-y
|
|
*
|
|
* The fixed Y position of the actor in ClutterUnit<!-- -->s. Writing
|
|
* this property sets the fixed-position-set property as well, as a side
|
|
* effect.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_FIXED_Y,
|
|
clutter_param_spec_unit ("fixed-y",
|
|
"Fixed Y",
|
|
"Forced Y position of the actor",
|
|
CLUTTER_MINUNIT, CLUTTER_MAXUNIT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:fixed-position-set
|
|
*
|
|
* This flag controls whether the fixed-x and fixed-y properties are used.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_FIXED_POSITION_SET,
|
|
g_param_spec_boolean ("fixed-position-set",
|
|
"Fixed position set",
|
|
"Whether to use fixed positioning for the actor",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:min-width
|
|
*
|
|
* A forced minimum width request for the actor, in ClutterUnit<!-- -->s.
|
|
* Writing this property sets the min-width-set property as well, as a side
|
|
* effect. This property overrides the usual width request of the actor.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_MIN_WIDTH,
|
|
clutter_param_spec_unit ("min-width",
|
|
"Min Width",
|
|
"Forced minimum width request for the actor",
|
|
0, CLUTTER_MAXUNIT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:min-height
|
|
*
|
|
* A forced minimum height request for the actor, in
|
|
* ClutterUnit<!-- -->s. Writing this property sets the min-height-set
|
|
* property as well, as a side effect. This property overrides the usual
|
|
* height request of the actor.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_MIN_HEIGHT,
|
|
clutter_param_spec_unit ("min-height",
|
|
"Min Height",
|
|
"Forced minimum height request for the actor",
|
|
0, CLUTTER_MAXUNIT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:natural-width
|
|
*
|
|
* A forced natural width request for the actor, in ClutterUnit<!-- -->s.
|
|
* Writing this property sets the natural-width-set property as
|
|
* well, as a side effect. This property overrides the usual width request
|
|
* of the actor.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_NATURAL_WIDTH,
|
|
clutter_param_spec_unit ("natural-width",
|
|
"Natural Width",
|
|
"Forced natural width request for the actor",
|
|
0, CLUTTER_MAXUNIT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:natural-height
|
|
*
|
|
* A forced natural height request for the actor, in ClutterUnit<!-- -->s.
|
|
* Writing this property sets the natural-height-set property as well, as
|
|
* a side effect. This property overrides the usual height request
|
|
* of the actor.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_NATURAL_HEIGHT,
|
|
clutter_param_spec_unit ("natural-height",
|
|
"Natural Height",
|
|
"Forced natural height request for the actor",
|
|
0, CLUTTER_MAXUNIT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:min-width-set
|
|
*
|
|
* This flag controls whether the min-width property is used.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_MIN_WIDTH_SET,
|
|
g_param_spec_boolean ("min-width-set",
|
|
"Minimum width set",
|
|
"Whether to use the min-width property",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:min-height-set
|
|
*
|
|
* This flag controls whether the min-height property is used.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_MIN_HEIGHT_SET,
|
|
g_param_spec_boolean ("min-height-set",
|
|
"Minimum height set",
|
|
"Whether to use the min-height property",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:natural-width-set
|
|
*
|
|
* This flag controls whether the natural-width property is used.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_NATURAL_WIDTH_SET,
|
|
g_param_spec_boolean ("natural-width-set",
|
|
"Natural width set",
|
|
"Whether to use the natural-width property",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:natural-height-set
|
|
*
|
|
* This flag controls whether the natural-height property is used.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_NATURAL_HEIGHT_SET,
|
|
g_param_spec_boolean ("natural-height-set",
|
|
"Natural height set",
|
|
"Whether to use the natural-height property",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:allocation:
|
|
*
|
|
* The allocation for the actor, in ClutterUnit<!-- -->s. This is
|
|
* read-only, but you might monitor this property to know when an
|
|
* actor moves or resizes.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property (object_class,
|
|
PROP_ALLOCATION,
|
|
g_param_spec_boxed ("allocation",
|
|
"Allocation",
|
|
"The actor's allocation",
|
|
CLUTTER_TYPE_ACTOR_BOX,
|
|
CLUTTER_PARAM_READABLE));
|
|
/**
|
|
* ClutterActor:request-mode:
|
|
*
|
|
* Request mode for the #ClutterActor. The request mode determines the
|
|
* type of geometry management used by the actor, either height for width
|
|
* (the default) or width for height.
|
|
*
|
|
* For actors implementing height for width, the parent container should get
|
|
* the preferred width first, and then the preferred height for that width.
|
|
*
|
|
* For actors implementing width for height, the parent container should get
|
|
* the preferred height first, and then the preferred width for that height.
|
|
*
|
|
* For instance:
|
|
*
|
|
* |[
|
|
* ClutterRequestMode mode;
|
|
* ClutterUnit natural_width, min_width;
|
|
* ClutterUnit natural_height, min_height;
|
|
*
|
|
* g_object_get (G_OBJECT (child), "request-mode", &mode, NULL);
|
|
* if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
|
|
* {
|
|
* clutter_actor_get_preferred_width (child, -1,
|
|
* &min_width,
|
|
* &natural_width);
|
|
* clutter_actor_get_preferred_height (child, natural_width,
|
|
* &min_height,
|
|
* &natural_height);
|
|
* }
|
|
* else
|
|
* {
|
|
* clutter_actor_get_preferred_height (child, -1,
|
|
* &min_height,
|
|
* &natural_height);
|
|
* clutter_actor_get_preferred_width (child, natural_height,
|
|
* &min_width,
|
|
* &natural_width);
|
|
* }
|
|
* ]|
|
|
*
|
|
* will retrieve the minimum and natural width and height depending on the
|
|
* preferred request mode of the #ClutterActor "child".
|
|
*
|
|
* The clutter_actor_get_preferred_size() function will implement this
|
|
* check for you.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property (object_class,
|
|
PROP_REQUEST_MODE,
|
|
g_param_spec_enum ("request-mode",
|
|
"Request Mode",
|
|
"The actor's request mode",
|
|
CLUTTER_TYPE_REQUEST_MODE,
|
|
CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
|
|
CLUTTER_PARAM_READWRITE));
|
|
|
|
/**
|
|
* ClutterActor:depth:
|
|
*
|
|
* Depth of the actor.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property (object_class,
|
|
PROP_DEPTH,
|
|
g_param_spec_int ("depth",
|
|
"Depth",
|
|
"Depth of actor",
|
|
-G_MAXINT, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:opacity:
|
|
*
|
|
* Opacity of the actor.
|
|
*/
|
|
g_object_class_install_property (object_class,
|
|
PROP_OPACITY,
|
|
g_param_spec_uchar ("opacity",
|
|
"Opacity",
|
|
"Opacity of actor",
|
|
0, 0xff,
|
|
0xff,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:visible:
|
|
*
|
|
* Whether the actor is visible or not.
|
|
*/
|
|
g_object_class_install_property (object_class,
|
|
PROP_VISIBLE,
|
|
g_param_spec_boolean ("visible",
|
|
"Visible",
|
|
"Whether the actor is visible or not",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:reactive:
|
|
*
|
|
* Whether the actor is reactive to events or not.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property (object_class,
|
|
PROP_REACTIVE,
|
|
g_param_spec_boolean ("reactive",
|
|
"Reactive",
|
|
"Whether the actor "
|
|
"is reactive to "
|
|
"events or not",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:has-clip:
|
|
*
|
|
* Whether the actor has the clip property set or not.
|
|
*/
|
|
g_object_class_install_property (object_class,
|
|
PROP_HAS_CLIP,
|
|
g_param_spec_boolean ("has-clip",
|
|
"Has Clip",
|
|
"Whether the actor "
|
|
"has a clip set or "
|
|
"not",
|
|
FALSE,
|
|
CLUTTER_PARAM_READABLE));
|
|
/**
|
|
* ClutterActor:clip:
|
|
*
|
|
* The clip region for the actor.
|
|
*/
|
|
g_object_class_install_property (object_class,
|
|
PROP_CLIP,
|
|
g_param_spec_boxed ("clip",
|
|
"Clip",
|
|
"The clip region for "
|
|
"the actor",
|
|
CLUTTER_TYPE_GEOMETRY,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor:name:
|
|
*
|
|
* The name of the actor.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
g_object_class_install_property (object_class,
|
|
PROP_NAME,
|
|
g_param_spec_string ("name",
|
|
"Name",
|
|
"Name of the actor",
|
|
NULL,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor::scale-x:
|
|
*
|
|
* The horizontal scale of the actor
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_SCALE_X,
|
|
g_param_spec_double ("scale-x",
|
|
"Scale-X",
|
|
"Scale factor on the X axis",
|
|
0.0,
|
|
G_MAXDOUBLE,
|
|
1.0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor::scale-y:
|
|
*
|
|
* The vertical scale of the actor
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_SCALE_Y,
|
|
g_param_spec_double ("scale-y",
|
|
"Scale-Y",
|
|
"Scale factor on the Y axis",
|
|
0.0,
|
|
G_MAXDOUBLE,
|
|
1.0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor::rotation-angle-x:
|
|
*
|
|
* The rotation angle on the X axis.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_ROTATION_ANGLE_X,
|
|
g_param_spec_double ("rotation-angle-x",
|
|
"Rotation Angle X",
|
|
"The rotation angle on the X axis",
|
|
0.0,
|
|
G_MAXDOUBLE,
|
|
0.0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor::rotation-angle-y:
|
|
*
|
|
* The rotation angle on the Y axis.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_ROTATION_ANGLE_Y,
|
|
g_param_spec_double ("rotation-angle-y",
|
|
"Rotation Angle Y",
|
|
"The rotation angle on the Y axis",
|
|
0.0,
|
|
G_MAXDOUBLE,
|
|
0.0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor::rotation-angle-z:
|
|
*
|
|
* The rotation angle on the Z axis.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_ROTATION_ANGLE_Z,
|
|
g_param_spec_double ("rotation-angle-z",
|
|
"Rotation Angle Z",
|
|
"The rotation angle on the Z axis",
|
|
0.0,
|
|
G_MAXDOUBLE,
|
|
0.0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor::rotation-center-x:
|
|
*
|
|
* The rotation center on the X axis.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_ROTATION_CENTER_X,
|
|
g_param_spec_boxed ("rotation-center-x",
|
|
"Rotation Center X",
|
|
"The rotation center on the X axis",
|
|
CLUTTER_TYPE_VERTEX,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor::rotation-center-y:
|
|
*
|
|
* The rotation center on the Y axis.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_ROTATION_CENTER_Y,
|
|
g_param_spec_boxed ("rotation-center-y",
|
|
"Rotation Center Y",
|
|
"The rotation center on the Y axis",
|
|
CLUTTER_TYPE_VERTEX,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor::rotation-center-z:
|
|
*
|
|
* The rotation center on the Z axis.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_ROTATION_CENTER_Z,
|
|
g_param_spec_boxed ("rotation-center-z",
|
|
"Rotation Center Z",
|
|
"The rotation center on the Z axis",
|
|
CLUTTER_TYPE_VERTEX,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor::anchor-x:
|
|
*
|
|
* The X coordinate of an actor's anchor point, relative to
|
|
* the actor coordinate space, in pixels.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_ANCHOR_X,
|
|
g_param_spec_int ("anchor-x",
|
|
"Anchor X",
|
|
"X coordinate of the anchor point",
|
|
-G_MAXINT, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
/**
|
|
* ClutterActor::anchor-y:
|
|
*
|
|
* The Y coordinate of an actor's anchor point, relative to
|
|
* the actor coordinate space, in pixels.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_ANCHOR_Y,
|
|
g_param_spec_int ("anchor-y",
|
|
"Anchor Y",
|
|
"Y coordinate of the anchor point",
|
|
-G_MAXINT, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE));
|
|
|
|
/**
|
|
* ClutterActor:show-on-set-parent:
|
|
*
|
|
* If %TRUE, the actor is automatically shown when parented.
|
|
*
|
|
* Calling clutter_actor_hide() on an actor which has not been
|
|
* parented will set this property to %FALSE as a side effect.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
g_object_class_install_property
|
|
(object_class,
|
|
PROP_SHOW_ON_SET_PARENT,
|
|
g_param_spec_boolean ("show-on-set-parent",
|
|
"Show on set parent",
|
|
"Whether the actor is shown"
|
|
" when parented",
|
|
TRUE,
|
|
CLUTTER_PARAM_READWRITE));
|
|
|
|
|
|
/**
|
|
* ClutterActor::destroy:
|
|
* @actor: the object which received the signal
|
|
*
|
|
* The ::destroy signal is emitted when an actor is destroyed,
|
|
* either by direct invocation of clutter_actor_destroy() or
|
|
* when the #ClutterGroup that contains the actor is destroyed.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
actor_signals[DESTROY] =
|
|
g_signal_new ("destroy",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS,
|
|
G_STRUCT_OFFSET (ClutterActorClass, destroy),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterActor::show:
|
|
* @actor: the object which received the signal
|
|
*
|
|
* The ::show signal is emitted when an actor is visible and
|
|
* rendered on the stage.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
actor_signals[SHOW] =
|
|
g_signal_new ("show",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_FIRST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, show),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterActor::hide:
|
|
* @actor: the object which received the signal
|
|
*
|
|
* The ::hide signal is emitted when an actor is no longer rendered
|
|
* on the stage.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
actor_signals[HIDE] =
|
|
g_signal_new ("hide",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_FIRST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, hide),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterActor::parent-set:
|
|
* @actor: the object which received the signal
|
|
* @old_parent: the previous parent of the actor, or %NULL
|
|
*
|
|
* This signal is emitted when the parent of the actor changes.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
actor_signals[PARENT_SET] =
|
|
g_signal_new ("parent-set",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, parent_set),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__OBJECT,
|
|
G_TYPE_NONE, 1,
|
|
CLUTTER_TYPE_ACTOR);
|
|
|
|
/**
|
|
* ClutterActor::event:
|
|
* @actor: the actor which received the event
|
|
* @event: a #ClutterEvent
|
|
*
|
|
* The ::event signal is emitted each time an event is received
|
|
* by the @actor. This signal will be emitted on every actor,
|
|
* following the hierarchy chain, until it reaches the top-level
|
|
* container (the #ClutterStage).
|
|
*
|
|
* Return value: %TRUE if the event has been handled by the actor,
|
|
* or %FALSE to continue the emission.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
actor_signals[EVENT] =
|
|
g_signal_new ("event",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, event),
|
|
_clutter_boolean_handled_accumulator, NULL,
|
|
clutter_marshal_BOOLEAN__BOXED,
|
|
G_TYPE_BOOLEAN, 1,
|
|
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
|
|
/**
|
|
* ClutterActor::button-press-event:
|
|
* @actor: the actor which received the event
|
|
* @event: a #ClutterButtonEvent
|
|
*
|
|
* The ::button-press-event signal is emitted each time a mouse button
|
|
* is pressed on @actor.
|
|
*
|
|
* Return value: %TRUE if the event has been handled by the actor,
|
|
* or %FALSE to continue the emission.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
actor_signals[BUTTON_PRESS_EVENT] =
|
|
g_signal_new ("button-press-event",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, button_press_event),
|
|
_clutter_boolean_handled_accumulator, NULL,
|
|
clutter_marshal_BOOLEAN__BOXED,
|
|
G_TYPE_BOOLEAN, 1,
|
|
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
|
|
/**
|
|
* ClutterActor::button-release-event:
|
|
* @actor: the actor which received the event
|
|
* @event: a #ClutterButtonEvent
|
|
*
|
|
* The ::button-release-event signal is emitted each time a mouse button
|
|
* is released on @actor.
|
|
*
|
|
* Return value: %TRUE if the event has been handled by the actor,
|
|
* or %FALSE to continue the emission.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
actor_signals[BUTTON_RELEASE_EVENT] =
|
|
g_signal_new ("button-release-event",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, button_release_event),
|
|
_clutter_boolean_handled_accumulator, NULL,
|
|
clutter_marshal_BOOLEAN__BOXED,
|
|
G_TYPE_BOOLEAN, 1,
|
|
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
|
|
/**
|
|
* ClutterActor::scroll-event:
|
|
* @actor: the actor which received the event
|
|
* @event: a #ClutterScrollEvent
|
|
*
|
|
* The ::scroll-event signal is emitted each time the mouse is
|
|
* scrolled on @actor
|
|
*
|
|
* Return value: %TRUE if the event has been handled by the actor,
|
|
* or %FALSE to continue the emission.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
actor_signals[SCROLL_EVENT] =
|
|
g_signal_new ("scroll-event",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, scroll_event),
|
|
_clutter_boolean_handled_accumulator, NULL,
|
|
clutter_marshal_BOOLEAN__BOXED,
|
|
G_TYPE_BOOLEAN, 1,
|
|
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
|
|
/**
|
|
* ClutterActor::key-press-event:
|
|
* @actor: the actor which received the event
|
|
* @event: a #ClutterKeyEvent
|
|
*
|
|
* The ::key-press-event signal is emitted each time a keyboard button
|
|
* is pressed while @actor has key focus (see clutter_stage_set_key_focus()).
|
|
*
|
|
* Return value: %TRUE if the event has been handled by the actor,
|
|
* or %FALSE to continue the emission.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
actor_signals[KEY_PRESS_EVENT] =
|
|
g_signal_new ("key-press-event",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, key_press_event),
|
|
_clutter_boolean_handled_accumulator, NULL,
|
|
clutter_marshal_BOOLEAN__BOXED,
|
|
G_TYPE_BOOLEAN, 1,
|
|
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
|
|
/**
|
|
* ClutterActor::key-release-event:
|
|
* @actor: the actor which received the event
|
|
* @event: a #ClutterKeyEvent
|
|
*
|
|
* The ::key-release-event signal is emitted each time a keyboard button
|
|
* is released while @actor has key focus (see
|
|
* clutter_stage_set_key_focus()).
|
|
*
|
|
* Return value: %TRUE if the event has been handled by the actor,
|
|
* or %FALSE to continue the emission.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
actor_signals[KEY_RELEASE_EVENT] =
|
|
g_signal_new ("key-release-event",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, key_release_event),
|
|
_clutter_boolean_handled_accumulator, NULL,
|
|
clutter_marshal_BOOLEAN__BOXED,
|
|
G_TYPE_BOOLEAN, 1,
|
|
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
|
|
/**
|
|
* ClutterActor::motion-event:
|
|
* @actor: the actor which received the event
|
|
* @event: a #ClutterMotionEvent
|
|
*
|
|
* The ::motion-event signal is emitted each time the mouse pointer is
|
|
* moved over @actor.
|
|
*
|
|
* Return value: %TRUE if the event has been handled by the actor,
|
|
* or %FALSE to continue the emission.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
actor_signals[MOTION_EVENT] =
|
|
g_signal_new ("motion-event",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, motion_event),
|
|
_clutter_boolean_handled_accumulator, NULL,
|
|
clutter_marshal_BOOLEAN__BOXED,
|
|
G_TYPE_BOOLEAN, 1,
|
|
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
|
|
|
|
/**
|
|
* ClutterActor::focus-in:
|
|
* @actor: the actor which now has key focus
|
|
*
|
|
* The ::focus-in signal is emitted when @actor recieves key focus.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
actor_signals[FOCUS_IN] =
|
|
g_signal_new ("focus-in",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, focus_in),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
|
|
/**
|
|
* ClutterActor::focus-out:
|
|
* @actor: the actor which now has key focus
|
|
*
|
|
* The ::focus-out signal is emitted when @actor loses key focus.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
actor_signals[FOCUS_OUT] =
|
|
g_signal_new ("focus-out",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, focus_out),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
|
|
/**
|
|
* ClutterActor::enter-event:
|
|
* @actor: the actor which the pointer has entered.
|
|
* @event: a #ClutterCrossingEvent
|
|
*
|
|
* The ::enter-event signal is emitted when the pointer enters the @actor
|
|
*
|
|
* Return value: %TRUE if the event has been handled by the actor,
|
|
* or %FALSE to continue the emission.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
actor_signals[ENTER_EVENT] =
|
|
g_signal_new ("enter-event",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, enter_event),
|
|
_clutter_boolean_handled_accumulator, NULL,
|
|
clutter_marshal_BOOLEAN__BOXED,
|
|
G_TYPE_BOOLEAN, 1,
|
|
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
|
|
|
|
/**
|
|
* ClutterActor::leave-event:
|
|
* @actor: the actor which the pointer has left
|
|
* @event: a #ClutterCrossingEvent
|
|
*
|
|
* The ::leave-event signal is emitted when the pointer leaves the @actor.
|
|
*
|
|
* Return value: %TRUE if the event has been handled by the actor,
|
|
* or %FALSE to continue the emission.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
actor_signals[LEAVE_EVENT] =
|
|
g_signal_new ("leave-event",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, leave_event),
|
|
_clutter_boolean_handled_accumulator, NULL,
|
|
clutter_marshal_BOOLEAN__BOXED,
|
|
G_TYPE_BOOLEAN, 1,
|
|
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
|
|
|
|
/**
|
|
* ClutterActor::captured-event:
|
|
* @actor: the actor which received the signal
|
|
* @event: a #ClutterEvent
|
|
*
|
|
* The ::captured-event signal is emitted when an event is captured
|
|
* by Clutter. This signal will be emitted starting from the top-level
|
|
* container (the #ClutterStage) to the actor which received the event
|
|
* going down the hierarchy. This signal can be used to intercept every
|
|
* event before the specialized events (like
|
|
* ClutterActor::button-press-event or ::key-released-event) are
|
|
* emitted.
|
|
*
|
|
* Return value: %TRUE if the event has been handled by the actor,
|
|
* or %FALSE to continue the emission.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
actor_signals[CAPTURED_EVENT] =
|
|
g_signal_new ("captured-event",
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, captured_event),
|
|
_clutter_boolean_handled_accumulator, NULL,
|
|
clutter_marshal_BOOLEAN__BOXED,
|
|
G_TYPE_BOOLEAN, 1,
|
|
CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE);
|
|
|
|
/**
|
|
* ClutterActor::paint:
|
|
* @actor: the #ClutterActor that received the signal
|
|
*
|
|
* The ::paint signal is emitted each time an actor is being painted.
|
|
*
|
|
* Subclasses of #ClutterActor should override the class signal handler
|
|
* and paint themselves in that function.
|
|
*
|
|
* It is possible to connect a handler to the ::paint signal in order
|
|
* to set up some custom aspect of a paint.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
actor_signals[PAINT] =
|
|
g_signal_new (I_("paint"),
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, paint),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterActor::realize:
|
|
* @actor: the #ClutterActor that received the signal
|
|
*
|
|
* The ::realize signal is emitted each time an actor is being
|
|
* realized.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
actor_signals[REALIZE] =
|
|
g_signal_new (I_("realize"),
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, realize),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterActor::unrealize:
|
|
* @actor: the #ClutterActor that received the signal
|
|
*
|
|
* The ::unrealize signal is emitted each time an actor is being
|
|
* unrealized.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
actor_signals[UNREALIZE] =
|
|
g_signal_new (I_("unrealize"),
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, unrealize),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
|
|
klass->show = clutter_actor_real_show;
|
|
klass->show_all = clutter_actor_show;
|
|
klass->hide = clutter_actor_real_hide;
|
|
klass->hide_all = clutter_actor_hide;
|
|
klass->pick = clutter_actor_real_pick;
|
|
klass->get_preferred_width = clutter_actor_real_get_preferred_width;
|
|
klass->get_preferred_height = clutter_actor_real_get_preferred_height;
|
|
klass->allocate = clutter_actor_real_allocate;
|
|
}
|
|
|
|
static void
|
|
clutter_actor_init (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self);
|
|
|
|
priv->parent_actor = NULL;
|
|
priv->has_clip = FALSE;
|
|
priv->opacity = 0xff;
|
|
priv->id = clutter_id_pool_add (CLUTTER_CONTEXT()->id_pool, self);
|
|
priv->scale_x = COGL_FIXED_1;
|
|
priv->scale_y = COGL_FIXED_1;
|
|
priv->shader_data = NULL;
|
|
priv->show_on_set_parent = TRUE;
|
|
|
|
priv->needs_width_request = TRUE;
|
|
priv->needs_height_request = TRUE;
|
|
priv->needs_allocation = TRUE;
|
|
|
|
memset (priv->clip, 0, sizeof (ClutterUnit) * 4);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_destroy:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Destroys an actor. When an actor is destroyed, it will break any
|
|
* references it holds to other objects. If the actor is inside a
|
|
* container, the actor will be removed.
|
|
*
|
|
* When you destroy a container, its children will be destroyed as well.
|
|
*
|
|
* Note: you cannot destroy the #ClutterStage returned by
|
|
* clutter_stage_get_default().
|
|
*/
|
|
void
|
|
clutter_actor_destroy (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
g_object_ref (self);
|
|
|
|
/* avoid recursion while destroying */
|
|
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
|
|
{
|
|
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
|
|
|
|
g_object_run_dispose (G_OBJECT (self));
|
|
|
|
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
|
|
}
|
|
|
|
g_object_unref (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_queue_redraw:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Queues up a redraw of an actor and any children. The redraw occurs
|
|
* once the main loop becomes idle (after the current batch of events
|
|
* has been processed, roughly).
|
|
*
|
|
* Applications rarely need to call this, as redraws are handled
|
|
* automatically by modification functions.
|
|
*/
|
|
void
|
|
clutter_actor_queue_redraw (ClutterActor *self)
|
|
{
|
|
ClutterActor *stage;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
/* FIXME: should we check we're visible here? */
|
|
if ((stage = clutter_actor_get_stage (self)) != NULL)
|
|
clutter_stage_queue_redraw (CLUTTER_STAGE (stage));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_queue_relayout:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Indicates that the actor's size request or other layout-affecting
|
|
* properties may have changed. This function is used inside #ClutterActor
|
|
* subclass implementations, not by applications directly.
|
|
*
|
|
* Queueing a new layout automatically queues a redraw as well.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_queue_relayout (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->needs_width_request &&
|
|
priv->needs_height_request &&
|
|
priv->needs_allocation)
|
|
return; /* save some cpu cycles */
|
|
|
|
priv->needs_width_request = TRUE;
|
|
priv->needs_height_request = TRUE;
|
|
priv->needs_allocation = TRUE;
|
|
|
|
/* always repaint also */
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
/* We need to go all the way up the hierarchy */
|
|
if (priv->parent_actor)
|
|
clutter_actor_queue_relayout (priv->parent_actor);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_preferred_size:
|
|
* @self: a #ClutterActor
|
|
* @min_width_p: return location for the minimum width, or %NULL
|
|
* @min_height_p: return location for the minimum height, or %NULL
|
|
* @natural_width_p: return location for the natural width, or %NULL
|
|
* @natural_height_p: return location for the natural height, or %NULL
|
|
*
|
|
* Computes the preferred minimum and natural size of an actor, taking into
|
|
* account the actor's geometry management (either height-for-width
|
|
* or width-for-height).
|
|
*
|
|
* The width and height used to compute the preferred height and preferred
|
|
* width are the actor's natural ones.
|
|
*
|
|
* If you need to control the height for the preferred width, or the width for
|
|
* the preferred height, you should use clutter_actor_get_preferred_width()
|
|
* and clutter_actor_get_preferred_height(), and check the actor's preferred
|
|
* geometry management using the #ClutterActor:request-mode property.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_preferred_size (ClutterActor *self,
|
|
ClutterUnit *min_width_p,
|
|
ClutterUnit *min_height_p,
|
|
ClutterUnit *natural_width_p,
|
|
ClutterUnit *natural_height_p)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterUnit for_width, for_height;
|
|
ClutterUnit min_width, min_height;
|
|
ClutterUnit natural_width, natural_height;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
for_width = for_height = 0;
|
|
min_width = min_height = 0;
|
|
natural_width = natural_height = 0;
|
|
|
|
if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
|
|
{
|
|
clutter_actor_get_preferred_width (self, -1,
|
|
&min_width,
|
|
&natural_width);
|
|
clutter_actor_get_preferred_height (self, natural_width,
|
|
&min_height,
|
|
&natural_height);
|
|
}
|
|
else
|
|
{
|
|
clutter_actor_get_preferred_height (self, -1,
|
|
&min_height,
|
|
&natural_height);
|
|
clutter_actor_get_preferred_width (self, natural_height,
|
|
&min_width,
|
|
&natural_width);
|
|
}
|
|
|
|
if (min_width_p)
|
|
*min_width_p = min_width;
|
|
|
|
if (min_height_p)
|
|
*min_height_p = min_height;
|
|
|
|
if (natural_width_p)
|
|
*natural_width_p = natural_width;
|
|
|
|
if (natural_height_p)
|
|
*natural_height_p = natural_height;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_preferred_width:
|
|
* @self: A #ClutterActor
|
|
* @for_height: available height when computing the preferred width,
|
|
* or a negative value to indicate that no height is defined
|
|
* @min_width_p: return location for minimum width, or %NULL
|
|
* @natural_width_p: return location for the natural width, or %NULL
|
|
*
|
|
* Computes the requested minimum and natural widths for an actor,
|
|
* optionally depending on the specified height, or if they are
|
|
* already computed, returns the cached values.
|
|
*
|
|
* An actor may not get its request - depending on the layout
|
|
* manager that's in effect.
|
|
*
|
|
* A request should not incorporate the actor's scale or anchor point;
|
|
* those transformations do not affect layout, only rendering.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_preferred_width (ClutterActor *self,
|
|
ClutterUnit for_height,
|
|
ClutterUnit *min_width_p,
|
|
ClutterUnit *natural_width_p)
|
|
{
|
|
ClutterActorClass *klass;
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
klass = CLUTTER_ACTOR_GET_CLASS (self);
|
|
priv = self->priv;
|
|
|
|
if (priv->needs_width_request ||
|
|
priv->request_width_for_height != for_height)
|
|
{
|
|
ClutterUnit min_width, natural_width;
|
|
|
|
min_width = natural_width = 0;
|
|
|
|
klass->get_preferred_width (self, for_height,
|
|
&min_width,
|
|
&natural_width);
|
|
|
|
if (natural_width < min_width)
|
|
{
|
|
g_warning ("Actor of type %s reported a natural width of %d (%d px) "
|
|
"lower than min width %d (%d px)",
|
|
G_OBJECT_TYPE_NAME (self),
|
|
natural_width, CLUTTER_UNITS_TO_DEVICE (natural_width),
|
|
min_width, CLUTTER_UNITS_TO_DEVICE (min_width));
|
|
}
|
|
|
|
if (!priv->min_width_set)
|
|
priv->request_min_width = min_width;
|
|
|
|
if (!priv->natural_width_set)
|
|
priv->request_natural_width = natural_width;
|
|
|
|
priv->request_width_for_height = for_height;
|
|
priv->needs_width_request = FALSE;
|
|
}
|
|
|
|
if (min_width_p)
|
|
*min_width_p = priv->request_min_width;
|
|
|
|
if (natural_width_p)
|
|
*natural_width_p = priv->request_natural_width;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_preferred_height:
|
|
* @self: A #ClutterActor
|
|
* @for_width: available width to assume in computing desired height,
|
|
* or a negative value to indicate that no width is defined
|
|
* @min_height_p: return location for minimum height, or %NULL
|
|
* @natural_height_p: return location for natural height, or %NULL
|
|
*
|
|
* Computes the requested minimum and natural heights for an actor,
|
|
* or if they are already computed, returns the cached values.
|
|
*
|
|
* An actor may not get its request - depending on the layout
|
|
* manager that's in effect.
|
|
*
|
|
* A request should not incorporate the actor's scale or anchor point;
|
|
* those transformations do not affect layout, only rendering.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_preferred_height (ClutterActor *self,
|
|
ClutterUnit for_width,
|
|
ClutterUnit *min_height_p,
|
|
ClutterUnit *natural_height_p)
|
|
{
|
|
ClutterActorClass *klass;
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
klass = CLUTTER_ACTOR_GET_CLASS (self);
|
|
priv = self->priv;
|
|
|
|
if (priv->needs_height_request ||
|
|
priv->request_height_for_width != for_width)
|
|
{
|
|
ClutterUnit min_height, natural_height;
|
|
|
|
min_height = natural_height = 0;
|
|
|
|
klass->get_preferred_height (self, for_width,
|
|
&min_height,
|
|
&natural_height);
|
|
|
|
if (natural_height < min_height)
|
|
{
|
|
g_warning ("Actor of type %s reported a natural height of %d "
|
|
"(%d px) lower than min height %d (%d px)",
|
|
G_OBJECT_TYPE_NAME (self),
|
|
natural_height, CLUTTER_UNITS_TO_DEVICE (natural_height),
|
|
min_height, CLUTTER_UNITS_TO_DEVICE (min_height));
|
|
}
|
|
|
|
if (!priv->min_height_set)
|
|
priv->request_min_height = min_height;
|
|
|
|
if (!priv->natural_height_set)
|
|
priv->request_natural_height = natural_height;
|
|
|
|
priv->request_height_for_width = for_width;
|
|
priv->needs_height_request = FALSE;
|
|
}
|
|
|
|
if (min_height_p)
|
|
*min_height_p = priv->request_min_height;
|
|
|
|
if (natural_height_p)
|
|
*natural_height_p = priv->request_natural_height;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_allocation_coords:
|
|
* @self: A #ClutterActor
|
|
* @x_1: x1 coordinate
|
|
* @y_1: y1 coordinate
|
|
* @x_2: x2 coordinate
|
|
* @y_2: y2 coordinate
|
|
*
|
|
* Gets the layout box an actor has been assigned. The allocation can
|
|
* only be assumed valid inside a paint() method; anywhere else, it
|
|
* may be out-of-date.
|
|
*
|
|
* An allocation does not incorporate the actor's scale or anchor point;
|
|
* those transformations do not affect layout, only rendering.
|
|
*
|
|
* The returned coordinates are in pixels.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_allocation_coords (ClutterActor *self,
|
|
gint *x_1,
|
|
gint *y_1,
|
|
gint *x_2,
|
|
gint *y_2)
|
|
{
|
|
ClutterActorBox allocation = { 0, };
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_get_allocation_box (self, &allocation);
|
|
|
|
if (x_1)
|
|
*x_1 = CLUTTER_UNITS_TO_DEVICE (allocation.x1);
|
|
|
|
if (y_1)
|
|
*y_1 = CLUTTER_UNITS_TO_DEVICE (allocation.y1);
|
|
|
|
if (x_2)
|
|
*x_2 = CLUTTER_UNITS_TO_DEVICE (allocation.x2);
|
|
|
|
if (y_2)
|
|
*y_2 = CLUTTER_UNITS_TO_DEVICE (allocation.y2);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_allocation_box:
|
|
* @self: A #ClutterActor
|
|
* @box: the function fills this in with the actor's allocation
|
|
*
|
|
* Gets the layout box an actor has been assigned. The allocation can
|
|
* only be assumed valid inside a paint() method; anywhere else, it
|
|
* may be out-of-date.
|
|
*
|
|
* An allocation does not incorporate the actor's scale or anchor point;
|
|
* those transformations do not affect layout, only rendering.
|
|
*
|
|
* <note>Do not call any of the clutter_actor_get_allocation_*() family
|
|
* of functions inside the implementation of the get_preferred_width()
|
|
* or get_preferred_height() virtual functions.</note>
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_allocation_box (ClutterActor *self,
|
|
ClutterActorBox *box)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
/* FIXME - if needs_allocation=TRUE, we can either 1)
|
|
* g_return_if_fail, which limits calling get_allocation to inside
|
|
* paint() basically; or we can 2) force a layout, which could be
|
|
* expensive if someone calls get_allocation somewhere silly; or we
|
|
* can 3) just return the latest value, allowing it to be
|
|
* out-of-date, and assume people know what they are doing.
|
|
*
|
|
* The least-surprises approach that keeps existing code working is
|
|
* likely to be 2). People can end up doing some inefficient things,
|
|
* though, and in general code that requires 2) is probably broken.
|
|
*/
|
|
|
|
/* this implements 2) */
|
|
if (G_UNLIKELY (self->priv->needs_allocation))
|
|
{
|
|
ClutterActor *stage = clutter_actor_get_stage (self);
|
|
|
|
/* do not queue a relayout on an unparented actor */
|
|
if (stage)
|
|
_clutter_stage_maybe_relayout (stage);
|
|
}
|
|
|
|
/* commenting out the code above and just keeping this assigment
|
|
* implements 3)
|
|
*/
|
|
*box = self->priv->allocation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_allocation_geometry:
|
|
* @self: A #ClutterActor
|
|
* @geom: allocation geometry in pixels
|
|
*
|
|
* Gets the layout box an actor has been assigned. The allocation can
|
|
* only be assumed valid inside a paint() method; anywhere else, it
|
|
* may be out-of-date.
|
|
*
|
|
* An allocation does not incorporate the actor's scale or anchor point;
|
|
* those transformations do not affect layout, only rendering.
|
|
*
|
|
* The returned rectangle is in pixels.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_allocation_geometry (ClutterActor *self,
|
|
ClutterGeometry *geom)
|
|
{
|
|
int x2, y2;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_get_allocation_coords (self, &geom->x, &geom->y, &x2, &y2);
|
|
geom->width = x2 - geom->x;
|
|
geom->height = y2 - geom->y;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_allocate:
|
|
* @self: A #ClutterActor
|
|
* @box: new allocation of the actor, in parent-relative coordinates
|
|
* @absolute_origin_changed: whether the position of the parent has
|
|
* changed in stage coordinates
|
|
*
|
|
* Called by the parent of an actor to assign the actor its size.
|
|
* Should never be called by applications (except when implementing
|
|
* a container or layout manager).
|
|
*
|
|
* Actors can know from their allocation box whether they have moved
|
|
* with respect to their parent actor. The absolute_origin_changed
|
|
* parameter additionally indicates whether the parent has moved with
|
|
* respect to the stage, for example because a grandparent's origin
|
|
* has moved.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_allocate (ClutterActor *self,
|
|
const ClutterActorBox *box,
|
|
gboolean absolute_origin_changed)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterActorClass *klass;
|
|
gboolean child_moved;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
klass = CLUTTER_ACTOR_GET_CLASS (self);
|
|
|
|
child_moved = (box->x1 != priv->allocation.x1 ||
|
|
box->y1 != priv->allocation.y1);
|
|
|
|
/* If we get an allocation "out of the blue"
|
|
* (we did not queue relayout), then we want to
|
|
* ignore it. But if we have needs_allocation set,
|
|
* we want to guarantee that allocate() virtual
|
|
* method is always called, i.e. that queue_relayout()
|
|
* always results in an allocate() invocation on
|
|
* an actor.
|
|
*
|
|
* The optimization here is to avoid re-allocating
|
|
* actors that did not queue relayout and were
|
|
* not moved.
|
|
*/
|
|
|
|
if (!priv->needs_allocation &&
|
|
!absolute_origin_changed &&
|
|
!child_moved &&
|
|
box->x2 == priv->allocation.x2 &&
|
|
box->y2 == priv->allocation.y2)
|
|
{
|
|
CLUTTER_NOTE (ACTOR, "No allocation needed");
|
|
return;
|
|
}
|
|
|
|
/* When absolute_origin_changed is passed in to
|
|
* clutter_actor_allocate(), it indicates whether the parent has its
|
|
* absolute origin moved; when passed in to ClutterActor::allocate()
|
|
* virtual method though, it indicates whether the child has its
|
|
* absolute origin moved. So we set it to TRUE if child_moved.
|
|
*/
|
|
klass->allocate (self, box, absolute_origin_changed || child_moved);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_geometry:
|
|
* @self: A #ClutterActor
|
|
* @geometry: A #ClutterGeometry
|
|
*
|
|
* Sets the actor's fixed position and forces its minimum and natural
|
|
* size, in pixels. This means the untransformed actor will have the
|
|
* given geometry. This is the same as calling clutter_actor_set_position()
|
|
* and clutter_actor_set_size().
|
|
*/
|
|
void
|
|
clutter_actor_set_geometry (ClutterActor *self,
|
|
const ClutterGeometry *geometry)
|
|
{
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
clutter_actor_set_position (self, geometry->x, geometry->y);
|
|
clutter_actor_set_size (self, geometry->width, geometry->height);
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_geometry:
|
|
* @self: A #ClutterActor
|
|
* @geometry: A location to store actors #ClutterGeometry
|
|
*
|
|
* Gets the size and position of an actor relative to its parent
|
|
* actor. This is the same as calling clutter_actor_get_position() and
|
|
* clutter_actor_get_size(). It tries to "do what you mean" and get the
|
|
* requested size and position if the actor's allocation is invalid.
|
|
*/
|
|
void
|
|
clutter_actor_get_geometry (ClutterActor *self,
|
|
ClutterGeometry *geometry)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_get_position (self, &geometry->x, &geometry->y);
|
|
clutter_actor_get_size (self, &geometry->width, &geometry->height);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_position
|
|
* @self: A #ClutterActor
|
|
* @x: New left position of actor in pixels.
|
|
* @y: New top position of actor in pixels.
|
|
*
|
|
* Sets the actor's fixed position in pixels relative to any parent
|
|
* actor.
|
|
*
|
|
* If a layout manager is in use, this position will override the
|
|
* layout manager and force a fixed position.
|
|
*/
|
|
void
|
|
clutter_actor_set_position (ClutterActor *self,
|
|
gint x,
|
|
gint y)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
clutter_actor_set_x (self, x);
|
|
clutter_actor_set_y (self, y);
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_positionu
|
|
* @self: A #ClutterActor
|
|
* @x: New left position of actor in #ClutterUnit<!-- -->s
|
|
* @y: New top position of actor in #ClutterUnit<!-- -->s
|
|
*
|
|
* Sets the actor's position in #ClutterUnit<!-- -->s relative to any
|
|
* parent actor.
|
|
*
|
|
* If a layout manager is in use, this position will override the
|
|
* layout manager and force a fixed position.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_positionu (ClutterActor *self,
|
|
ClutterUnit x,
|
|
ClutterUnit y)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
clutter_actor_set_xu (self, x);
|
|
clutter_actor_set_yu (self, y);
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_fixed_position_set:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Checks whether an actor has a fixed position set (and will thus be
|
|
* unaffected by any layout manager).
|
|
*
|
|
* Return value: %TRUE if the fixed position is set on the actor
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
gboolean
|
|
clutter_actor_get_fixed_position_set (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
|
|
|
|
return self->priv->position_set;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_fixed_position_set:
|
|
* @self: A #ClutterActor
|
|
* @is_set: whether to use fixed position
|
|
*
|
|
* Sets whether an actor has a fixed position set (and will thus be
|
|
* unaffected by any layout manager).
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_set_fixed_position_set (ClutterActor *self,
|
|
gboolean is_set)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (self->priv->position_set == (is_set != FALSE))
|
|
return;
|
|
|
|
self->priv->position_set = is_set != FALSE;
|
|
g_object_notify (G_OBJECT (self), "fixed-position-set");
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_move_by:
|
|
* @self: A #ClutterActor
|
|
* @dx: Distance to move Actor on X axis.
|
|
* @dy: Distance to move Actor on Y axis.
|
|
*
|
|
* Moves an actor by the specified distance relative to its current
|
|
* position in pixels. This function modifies the fixed position of an
|
|
* actor and thus removes it from any layout management. Another way
|
|
* to move an actor is with an anchor point, see
|
|
* clutter_actor_set_anchor_point().
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
void
|
|
clutter_actor_move_by (ClutterActor *self,
|
|
gint dx,
|
|
gint dy)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_move_byu (self,
|
|
CLUTTER_UNITS_FROM_DEVICE (dx),
|
|
CLUTTER_UNITS_FROM_DEVICE (dy));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_move_byu:
|
|
* @self: A #ClutterActor
|
|
* @dx: Distance to move Actor on X axis, in #ClutterUnit<!-- -->s.
|
|
* @dy: Distance to move Actor on Y axis, in #ClutterUnit<!-- -->s.
|
|
*
|
|
* Moves an actor by the specified distance relative to its current
|
|
* position.
|
|
*
|
|
* The move is accomplished by setting a fixed position, overriding
|
|
* any layout manager, see clutter_actor_set_positionu().
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_move_byu (ClutterActor *self,
|
|
ClutterUnit dx,
|
|
ClutterUnit dy)
|
|
{
|
|
ClutterUnit x, y;
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
x = self->priv->fixed_x;
|
|
y = self->priv->fixed_y;
|
|
|
|
clutter_actor_set_positionu (self, x + dx, y + dy);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_min_width (ClutterActor *self,
|
|
ClutterUnit min_width)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
/* if we are setting the size on a top-level actor and the
|
|
* backend only supports static top-levels (e.g. framebuffers)
|
|
* then we ignore the passed value and we override it with
|
|
* the stage implementation's preferred size.
|
|
*/
|
|
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
|
|
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
|
|
return;
|
|
|
|
if (priv->min_width_set && min_width == priv->request_min_width)
|
|
return;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->request_min_width = min_width;
|
|
g_object_notify (G_OBJECT (self), "min-width");
|
|
clutter_actor_set_min_width_set (self, TRUE);
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_min_height (ClutterActor *self,
|
|
ClutterUnit min_height)
|
|
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
/* if we are setting the size on a top-level actor and the
|
|
* backend only supports static top-levels (e.g. framebuffers)
|
|
* then we ignore the passed value and we override it with
|
|
* the stage implementation's preferred size.
|
|
*/
|
|
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
|
|
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
|
|
return;
|
|
|
|
if (priv->min_height_set && min_height == priv->request_min_height)
|
|
return;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->request_min_height = min_height;
|
|
g_object_notify (G_OBJECT (self), "min-height");
|
|
clutter_actor_set_min_height_set (self, TRUE);
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_natural_width (ClutterActor *self,
|
|
ClutterUnit natural_width)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
/* if we are setting the size on a top-level actor and the
|
|
* backend only supports static top-levels (e.g. framebuffers)
|
|
* then we ignore the passed value and we override it with
|
|
* the stage implementation's preferred size.
|
|
*/
|
|
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
|
|
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
|
|
return;
|
|
|
|
if (priv->natural_width_set &&
|
|
natural_width == priv->request_natural_width)
|
|
return;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->request_natural_width = natural_width;
|
|
g_object_notify (G_OBJECT (self), "natural-width");
|
|
clutter_actor_set_natural_width_set (self, TRUE);
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_natural_height (ClutterActor *self,
|
|
ClutterUnit natural_height)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
/* if we are setting the size on a top-level actor and the
|
|
* backend only supports static top-levels (e.g. framebuffers)
|
|
* then we ignore the passed value and we override it with
|
|
* the stage implementation's preferred size.
|
|
*/
|
|
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
|
|
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
|
|
return;
|
|
|
|
if (priv->natural_height_set &&
|
|
natural_height == priv->request_natural_height)
|
|
return;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->request_natural_height = natural_height;
|
|
g_object_notify (G_OBJECT (self), "natural-height");
|
|
clutter_actor_set_natural_height_set (self, TRUE);
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_min_width_set (ClutterActor *self,
|
|
gboolean use_min_width)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
if (priv->min_width_set == (use_min_width != FALSE))
|
|
return;
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->min_width_set = use_min_width != FALSE;
|
|
g_object_notify (G_OBJECT (self), "min-width-set");
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_min_height_set (ClutterActor *self,
|
|
gboolean use_min_height)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
if (priv->min_height_set == (use_min_height != FALSE))
|
|
return;
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->min_height_set = use_min_height != FALSE;
|
|
g_object_notify (G_OBJECT (self), "min-height-set");
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_natural_width_set (ClutterActor *self,
|
|
gboolean use_natural_width)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
if (priv->natural_width_set == (use_natural_width != FALSE))
|
|
return;
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->natural_width_set = use_natural_width != FALSE;
|
|
g_object_notify (G_OBJECT (self), "natural-width-set");
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_natural_height_set (ClutterActor *self,
|
|
gboolean use_natural_height)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
if (priv->natural_height_set == (use_natural_height != FALSE))
|
|
return;
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->natural_height_set = use_natural_height != FALSE;
|
|
g_object_notify (G_OBJECT (self), "natural-height-set");
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_request_mode (ClutterActor *self,
|
|
ClutterRequestMode mode)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
|
|
if (priv->request_mode == mode)
|
|
return;
|
|
|
|
priv->request_mode = mode;
|
|
|
|
priv->needs_width_request = TRUE;
|
|
priv->needs_height_request = TRUE;
|
|
|
|
g_object_notify (G_OBJECT (self), "request-mode");
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_size
|
|
* @self: A #ClutterActor
|
|
* @width: New width of actor in pixels, or -1
|
|
* @height: New height of actor in pixels, or -1
|
|
*
|
|
* Sets the actor's size request in pixels. This overrides any
|
|
* "normal" size request the actor would have. For example
|
|
* a text actor might normally request the size of the text;
|
|
* this function would force a specific size instead.
|
|
*
|
|
* If @width and/or @height are -1 the actor will use its
|
|
* "normal" size request instead of overriding it, i.e.
|
|
* you can "unset" the size with -1.
|
|
*
|
|
* This function sets or unsets both the minimum and natural size.
|
|
*/
|
|
void
|
|
clutter_actor_set_size (ClutterActor *self,
|
|
gint width,
|
|
gint height)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_set_sizeu (self,
|
|
CLUTTER_UNITS_FROM_DEVICE (width),
|
|
CLUTTER_UNITS_FROM_DEVICE (height));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_sizeu
|
|
* @self: A #ClutterActor
|
|
* @width: New width of actor in #ClutterUnit<!-- -->s, or -1
|
|
* @height: New height of actor in #ClutterUnit<!-- -->s, or -1
|
|
*
|
|
* Overrides the actor's size request in #ClutterUnit<!-- -->s. If @width
|
|
* and/or @height are -1 the actor will use its normal size request (the
|
|
* override is removed).
|
|
*
|
|
* This function sets or unsets both the minimum and natural size.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_sizeu (ClutterActor *self,
|
|
ClutterUnit width,
|
|
ClutterUnit height)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
if (width >= 0)
|
|
{
|
|
clutter_actor_set_min_width (self, width);
|
|
clutter_actor_set_natural_width (self, width);
|
|
}
|
|
else
|
|
{
|
|
clutter_actor_set_min_width_set (self, FALSE);
|
|
clutter_actor_set_natural_width_set (self, FALSE);
|
|
}
|
|
|
|
if (height >= 0)
|
|
{
|
|
clutter_actor_set_min_height (self, height);
|
|
clutter_actor_set_natural_height (self, height);
|
|
}
|
|
else
|
|
{
|
|
clutter_actor_set_min_height_set (self, FALSE);
|
|
clutter_actor_set_natural_height_set (self, FALSE);
|
|
}
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_size:
|
|
* @self: A #ClutterActor
|
|
* @width: return location for the width, or %NULL.
|
|
* @height: return location for the height, or %NULL.
|
|
*
|
|
* This function tries to "do what you mean" and return
|
|
* the size an actor will have. If the actor has a valid
|
|
* allocation, the allocation will be returned; otherwise,
|
|
* the actors natural size request will be returned.
|
|
*
|
|
* If you care whether you get the request vs. the allocation, you
|
|
* should probably call a different function like
|
|
* clutter_actor_get_allocation_coords() or
|
|
* clutter_actor_get_preferred_width().
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
void
|
|
clutter_actor_get_size (ClutterActor *self,
|
|
guint *width,
|
|
guint *height)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (width)
|
|
*width = clutter_actor_get_width (self);
|
|
|
|
if (height)
|
|
*height = clutter_actor_get_height (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_sizeu:
|
|
* @self: A #ClutterActor
|
|
* @width: return location for the width, or %NULL
|
|
* @height: return location for the height, or %NULL
|
|
*
|
|
* This function tries to "do what you mean" and return
|
|
* the size an actor will have. If the actor has a valid
|
|
* allocation, the allocation will be returned; otherwise,
|
|
* the actors natural size request will be returned.
|
|
*
|
|
* If you care whether you get the request vs. the allocation, you
|
|
* should probably call a different function like
|
|
* clutter_actor_get_allocation_coords() or
|
|
* clutter_actor_get_preferred_width().
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_get_sizeu (ClutterActor *self,
|
|
ClutterUnit *width,
|
|
ClutterUnit *height)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (width)
|
|
*width = clutter_actor_get_widthu (self);
|
|
|
|
if (height)
|
|
*height = clutter_actor_get_heightu (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_position:
|
|
* @self: a #ClutterActor
|
|
* @x: return location for the X coordinate, or %NULL
|
|
* @y: return location for the Y coordinate, or %NULL
|
|
*
|
|
* This function tries to "do what you mean" and tell you where the
|
|
* actor is, prior to any transformations. Retrieves the fixed
|
|
* position of an actor in pixels, if one has been set; otherwise, if
|
|
* the allocation is valid, returns the actor's allocated position;
|
|
* otherwise, returns 0,0.
|
|
*
|
|
* The returned position is in pixels.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_get_position (ClutterActor *self,
|
|
gint *x,
|
|
gint *y)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (x)
|
|
*x = clutter_actor_get_x (self);
|
|
|
|
if (y)
|
|
*y = clutter_actor_get_y (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_positionu:
|
|
* @self: a #ClutterActor
|
|
* @x: return location for the X coordinate, or %NULL
|
|
* @y: return location for the Y coordinate, or %NULL
|
|
*
|
|
* This function tries to "do what you mean" and tell you where the
|
|
* actor is, prior to any transformations. Retrieves the fixed
|
|
* position of an actor in pixels, if one has been set; otherwise, if
|
|
* the allocation is valid, returns the actor's allocated position;
|
|
* otherwise, returns 0,0.
|
|
*
|
|
* The returned position is in #ClutterUnit<!-- -->s.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_get_positionu (ClutterActor *self,
|
|
ClutterUnit *x,
|
|
ClutterUnit *y)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (x)
|
|
*x = clutter_actor_get_xu (self);
|
|
|
|
if (y)
|
|
*y = clutter_actor_get_yu (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_transformed_positionu
|
|
* @self: A #ClutterActor
|
|
* @x: return location for the X coordinate, or %NULL
|
|
* @y: return location for the Y coordinate, or %NULL
|
|
*
|
|
* Gets the absolute position of an actor, in #ClutterUnit<!-- -->s,
|
|
* relative to the stage.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_transformed_positionu (ClutterActor *self,
|
|
ClutterUnit *x,
|
|
ClutterUnit *y)
|
|
{
|
|
ClutterVertex v1 = { 0, };
|
|
ClutterVertex v2 = { 0, };
|
|
|
|
clutter_actor_apply_transform_to_point (self, &v1, &v2);
|
|
|
|
if (x)
|
|
*x = v2.x;
|
|
if (y)
|
|
*y = v2.y;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_transformed_position
|
|
* @self: A #ClutterActor
|
|
* @x: return location for the X coordinate, or %NULL
|
|
* @y: return location for the Y coordinate, or %NULL
|
|
*
|
|
* Gets the absolute position of an actor, in pixels, relative
|
|
* to the stage.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_transformed_position (ClutterActor *self,
|
|
gint *x,
|
|
gint *y)
|
|
{
|
|
ClutterUnit xu, yu;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
xu = yu = 0;
|
|
clutter_actor_get_transformed_positionu (self, &xu, &yu);
|
|
|
|
if (x)
|
|
*x = CLUTTER_UNITS_TO_DEVICE (xu);
|
|
if (y)
|
|
*y = CLUTTER_UNITS_TO_DEVICE (yu);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_transformed_sizeu:
|
|
* @self: A #ClutterActor
|
|
* @width: return location for the width, or %NULL
|
|
* @height: return location for the height, or %NULL
|
|
*
|
|
* Gets the absolute size of an actor in #ClutterUnits<!-- -->s, taking
|
|
* into account the scaling factors.
|
|
*
|
|
* If the actor has a valid allocation, the allocated size will be used.
|
|
* If the actor has not a valid allocation then the preferred size will
|
|
* be transformed and returned.
|
|
*
|
|
* If you want the transformed allocation, see
|
|
* clutter_actor_get_abs_allocation_vertices() instead.
|
|
*
|
|
* <note>When the actor (or one of its ancestors) is rotated around the
|
|
* X or Y axis, it no longer appears as on the stage as a rectangle, but
|
|
* as a generic quadrangle; in that case this function returns the size
|
|
* of the smallest rectangle that encapsulates the entire quad. Please
|
|
* note that in this case no assumptions can be made about the relative
|
|
* position of this envelope to the absolute position of the actor, as
|
|
* returned by clutter_actor_get_transformed_position(); if you need this
|
|
* information, you need to use clutter_actor_get_abs_allocation_vertices()
|
|
* to get the coords of the actual quadrangle.</note>
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_transformed_sizeu (ClutterActor *self,
|
|
ClutterUnit *width,
|
|
ClutterUnit *height)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterVertex v[4];
|
|
ClutterFixed x_min, x_max, y_min, y_max;
|
|
gint i;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
/* if the actor hasn't been allocated yet, get the preferred
|
|
* size and transform that
|
|
*/
|
|
if (priv->needs_allocation)
|
|
{
|
|
ClutterUnit natural_width, natural_height;
|
|
ClutterActorBox box;
|
|
|
|
/* make a fake allocation to transform */
|
|
clutter_actor_get_positionu (self, &box.x1, &box.y1);
|
|
|
|
natural_width = natural_height = 0;
|
|
clutter_actor_get_preferred_size (self, NULL, NULL,
|
|
&natural_width,
|
|
&natural_height);
|
|
|
|
box.x2 = box.x1 + natural_width;
|
|
box.y2 = box.y1 + natural_height;
|
|
|
|
clutter_actor_transform_and_project_box (self, &box, v);
|
|
}
|
|
else
|
|
clutter_actor_get_abs_allocation_vertices (self, v);
|
|
|
|
x_min = x_max = v[0].x;
|
|
y_min = y_max = v[0].y;
|
|
|
|
for (i = 1; i < G_N_ELEMENTS (v); ++i)
|
|
{
|
|
if (v[i].x < x_min)
|
|
x_min = v[i].x;
|
|
|
|
if (v[i].x > x_max)
|
|
x_max = v[i].x;
|
|
|
|
if (v[i].y < y_min)
|
|
y_min = v[i].y;
|
|
|
|
if (v[i].y > y_max)
|
|
y_max = v[i].y;
|
|
}
|
|
|
|
if (width)
|
|
*width = x_max - x_min;
|
|
|
|
if (height)
|
|
*height = y_max - y_min;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_transformed_size:
|
|
* @self: A #ClutterActor
|
|
* @width: return location for the width, or %NULL
|
|
* @height: return location for the height, or %NULL
|
|
*
|
|
* Gets the absolute size of an actor taking into account
|
|
* any scaling factors
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_transformed_size (ClutterActor *self,
|
|
guint *width,
|
|
guint *height)
|
|
{
|
|
ClutterUnit wu, hu;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
wu = hu = 0;
|
|
clutter_actor_get_transformed_sizeu (self, &wu, &hu);
|
|
|
|
if (width)
|
|
*width = CLUTTER_UNITS_TO_DEVICE (wu);
|
|
|
|
if (height)
|
|
*height = CLUTTER_UNITS_TO_DEVICE (hu);
|
|
}
|
|
|
|
|
|
/**
|
|
* clutter_actor_get_width
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the width of a #ClutterActor.
|
|
*
|
|
* If the actor has a valid allocation, this function will return the
|
|
* width of the allocated area given to the actor.
|
|
*
|
|
* If the actor does not have a valid allocation, this function will
|
|
* return the actor's natural width, that is the preferred width of
|
|
* the actor.
|
|
*
|
|
* If you care whether you get the preferred width or the width that
|
|
* has been assigned to the actor, you should probably call a different
|
|
* function like clutter_actor_get_allocation_coords() to retrieve the
|
|
* allocated size or clutter_actor_get_preferred_width() to retrieve the
|
|
* preferred width.
|
|
*
|
|
* If an actor has a fixed width, for instance a width that has been
|
|
* assigned using clutter_actor_set_width(), the width returned will
|
|
* be the same value.
|
|
*
|
|
* Return value: the width of the actor, in pixels
|
|
*/
|
|
guint
|
|
clutter_actor_get_width (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
return CLUTTER_UNITS_TO_DEVICE (clutter_actor_get_widthu (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_widthu
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the width of a #ClutterActor, in #ClutterUnit<!-- -->s.
|
|
*
|
|
* If the actor has a valid allocation, this function will return the
|
|
* width of the allocated area given to the actor.
|
|
*
|
|
* If the actor does not have a valid allocation, this function will
|
|
* return the actor's natural width, that is the preferred width of
|
|
* the actor.
|
|
*
|
|
* If you care whether you get the preferred width or the width that
|
|
* has been assigned to the actor, you should probably call a different
|
|
* function like clutter_actor_get_allocation_coords() to retrieve the
|
|
* allocated size or clutter_actor_get_preferred_width() to retrieve the
|
|
* preferred width.
|
|
*
|
|
* If an actor has a fixed width, for instance a width that has been
|
|
* assigned using clutter_actor_set_width(), the width returned will
|
|
* be the same value.
|
|
*
|
|
* Return value: the width of the actor, in #ClutterUnit<!-- -->s
|
|
*
|
|
* since: 0.6
|
|
*/
|
|
ClutterUnit
|
|
clutter_actor_get_widthu (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
if (self->priv->needs_allocation)
|
|
{
|
|
ClutterUnit natural_width = 0;
|
|
|
|
if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
|
|
clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
|
|
else
|
|
{
|
|
ClutterUnit natural_height = 0;
|
|
|
|
clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
|
|
clutter_actor_get_preferred_width (self, natural_height,
|
|
NULL,
|
|
&natural_width);
|
|
}
|
|
|
|
return natural_width;
|
|
}
|
|
else
|
|
return self->priv->allocation.x2 - self->priv->allocation.x1;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_height
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the height of a #ClutterActor.
|
|
*
|
|
* If the actor has a valid allocation, this function will return the
|
|
* height of the allocated area given to the actor.
|
|
*
|
|
* If the actor does not have a valid allocation, this function will
|
|
* return the actor's natural height, that is the preferred height of
|
|
* the actor.
|
|
*
|
|
* If you care whether you get the preferred height or the height that
|
|
* has been assigned to the actor, you should probably call a different
|
|
* function like clutter_actor_get_allocation_coords() to retrieve the
|
|
* allocated size or clutter_actor_get_preferred_height() to retrieve the
|
|
* preferred height.
|
|
*
|
|
* If an actor has a fixed height, for instance a height that has been
|
|
* assigned using clutter_actor_set_height(), the height returned will
|
|
* be the same value.
|
|
*
|
|
* Return value: the height of the actor, in pixels
|
|
*/
|
|
guint
|
|
clutter_actor_get_height (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
return CLUTTER_UNITS_TO_DEVICE (clutter_actor_get_heightu (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_heightu
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the height of a #ClutterActor, in #ClutterUnit<!-- -->s.
|
|
*
|
|
* If the actor has a valid allocation, this function will return the
|
|
* height of the allocated area given to the actor.
|
|
*
|
|
* If the actor does not have a valid allocation, this function will
|
|
* return the actor's natural height, that is the preferred height of
|
|
* the actor.
|
|
*
|
|
* If you care whether you get the preferred height or the height that
|
|
* has been assigned to the actor, you should probably call a different
|
|
* function like clutter_actor_get_allocation_coords() to retrieve the
|
|
* allocated size or clutter_actor_get_preferred_height() to retrieve the
|
|
* preferred height.
|
|
*
|
|
* If an actor has a fixed height, for instance a height that has been
|
|
* assigned using clutter_actor_set_height(), the height returned will
|
|
* be the same value.
|
|
*
|
|
* Return value: the height of the actor, in #ClutterUnit<!-- -->s
|
|
*
|
|
* since: 0.6
|
|
*/
|
|
ClutterUnit
|
|
clutter_actor_get_heightu (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
if (self->priv->needs_allocation)
|
|
{
|
|
ClutterUnit natural_height = 0;
|
|
|
|
if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
|
|
{
|
|
ClutterUnit natural_width = 0;
|
|
|
|
clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
|
|
clutter_actor_get_preferred_height (self, natural_width,
|
|
NULL, &natural_height);
|
|
}
|
|
else
|
|
clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
|
|
|
|
return natural_height;
|
|
}
|
|
else
|
|
return self->priv->allocation.y2 - self->priv->allocation.y1;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_width
|
|
* @self: A #ClutterActor
|
|
* @width: Requested new width for the actor, in pixels
|
|
*
|
|
* Forces a width on an actor, causing the actor's preferred width
|
|
* and height (if any) to be ignored.
|
|
*
|
|
* This function sets both the minimum and natural size of the actor.
|
|
*
|
|
* since: 0.2
|
|
**/
|
|
void
|
|
clutter_actor_set_width (ClutterActor *self,
|
|
guint width)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_set_widthu (self, CLUTTER_UNITS_FROM_DEVICE (width));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_widthu
|
|
* @self: A #ClutterActor
|
|
* @width: Requested new width for the actor, in #ClutterUnit<!-- -->s
|
|
*
|
|
* Forces a width on an actor, causing the actor's preferred width
|
|
* and height (if any) to be ignored.
|
|
*
|
|
* This function sets both the minimum and natural size of the actor.
|
|
*
|
|
* since: 0.6
|
|
**/
|
|
void
|
|
clutter_actor_set_widthu (ClutterActor *self,
|
|
ClutterUnit width)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_set_min_width (self, width);
|
|
clutter_actor_set_natural_width (self, width);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_height
|
|
* @self: A #ClutterActor
|
|
* @height: Requested new height for the actor, in pixels
|
|
*
|
|
* Forces a height on an actor, causing the actor's preferred width
|
|
* and height (if any) to be ignored.
|
|
*
|
|
* This function sets both the minimum and natural size of the actor.
|
|
*
|
|
* since: 0.2
|
|
**/
|
|
void
|
|
clutter_actor_set_height (ClutterActor *self,
|
|
guint height)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_set_heightu (self, CLUTTER_UNITS_FROM_DEVICE (height));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_heightu
|
|
* @self: A #ClutterActor
|
|
* @height: Requested new height for the actor, in #ClutterUnit<!-- -->s
|
|
*
|
|
* Forces a height on an actor, causing the actor's preferred width
|
|
* and height (if any) to be ignored.
|
|
*
|
|
* This function sets both the minimum and natural size of the actor.
|
|
*
|
|
* since: 0.6
|
|
**/
|
|
void
|
|
clutter_actor_set_heightu (ClutterActor *self,
|
|
ClutterUnit height)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_set_min_height (self, height);
|
|
clutter_actor_set_natural_height (self, height);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_x:
|
|
* @self: a #ClutterActor
|
|
* @x: the actor's position on the X axis
|
|
*
|
|
* Sets the actor's X coordinate, relative to its parent, in pixels.
|
|
*
|
|
* Overrides any layout manager and forces a fixed position for
|
|
* the actor.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_x (ClutterActor *self,
|
|
gint x)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_set_xu (self, CLUTTER_UNITS_FROM_DEVICE (x));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_xu:
|
|
* @self: a #ClutterActor
|
|
* @x: the actor's position on the X axis, in #ClutterUnit<!-- -->s
|
|
*
|
|
* Sets the actor's X coordinate, relative to its parent.
|
|
*
|
|
* Overrides any layout manager and forces a fixed position for
|
|
* the actor.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_xu (ClutterActor *self,
|
|
ClutterUnit x)
|
|
{
|
|
ClutterActorBox old = { 0, };
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (self->priv->position_set &&
|
|
self->priv->fixed_x == x)
|
|
return;
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
self->priv->fixed_x = x;
|
|
clutter_actor_set_fixed_position_set (self, TRUE);
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_y:
|
|
* @self: a #ClutterActor
|
|
* @y: the actor's position on the Y axis
|
|
*
|
|
* Sets the actor's Y coordinate, relative to its parent, in pixels.#
|
|
*
|
|
* Overrides any layout manager and forces a fixed position for
|
|
* the actor.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_y (ClutterActor *self,
|
|
gint y)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_set_yu (self, CLUTTER_UNITS_FROM_DEVICE (y));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_yu:
|
|
* @self: a #ClutterActor
|
|
* @y: the actor's position on the Y axis, in #ClutterUnit<!-- -->s
|
|
*
|
|
* Sets the actor's Y coordinate, relative to its parent.
|
|
*
|
|
* Overrides any layout manager and forces a fixed position for
|
|
* the actor.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_yu (ClutterActor *self,
|
|
ClutterUnit y)
|
|
{
|
|
ClutterActorBox old = { 0, };
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (self->priv->position_set &&
|
|
self->priv->fixed_y == y)
|
|
return;
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
self->priv->fixed_y = y;
|
|
clutter_actor_set_fixed_position_set (self, TRUE);
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_x
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the X coordinate of a #ClutterActor.
|
|
*
|
|
* This function tries to "do what you mean", by returning the
|
|
* correct value depending on the actor's state.
|
|
*
|
|
* If the actor has a valid allocation, this function will return
|
|
* the X coordinate of the origin of the allocation box.
|
|
*
|
|
* If the actor has any fixed coordinate set using clutter_actor_set_x(),
|
|
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
|
|
* function will return that coordinate.
|
|
*
|
|
* If both the allocation and a fixed position are missing, this function
|
|
* will return 0.
|
|
*
|
|
* Return value: the X coordinate, in pixels, ignoring any
|
|
* transformation (i.e. scaling, rotation)
|
|
*/
|
|
gint
|
|
clutter_actor_get_x (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
return CLUTTER_UNITS_TO_DEVICE (clutter_actor_get_xu (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_xu
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the X coordinate of a #ClutterActor, in #ClutterUnit<!-- -->s.
|
|
*
|
|
* This function tries to "do what you mean", by returning the
|
|
* correct value depending on the actor's state.
|
|
*
|
|
* If the actor has a valid allocation, this function will return
|
|
* the X coordinate of the origin of the allocation box.
|
|
*
|
|
* If the actor has any fixed coordinate set using clutter_actor_set_x(),
|
|
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
|
|
* function will return that coordinate.
|
|
*
|
|
* If both the allocation and a fixed position are missing, this function
|
|
* will return 0.
|
|
*
|
|
* Return value: the X coordinate, in #ClutterUnit<!-- -->s, ignoring
|
|
* any transformation (i.e. scaling, rotation)
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
ClutterUnit
|
|
clutter_actor_get_xu (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
if (self->priv->needs_allocation)
|
|
{
|
|
if (self->priv->position_set)
|
|
return self->priv->fixed_x;
|
|
else
|
|
return 0;
|
|
}
|
|
else
|
|
return self->priv->allocation.x1;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_y
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the Y coordinate of a #ClutterActor.
|
|
*
|
|
* This function tries to "do what you mean", by returning the
|
|
* correct value depending on the actor's state.
|
|
*
|
|
* If the actor has a valid allocation, this function will return
|
|
* the Y coordinate of the origin of the allocation box.
|
|
*
|
|
* If the actor has any fixed coordinate set using clutter_actor_set_y(),
|
|
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
|
|
* function will return that coordinate.
|
|
*
|
|
* If both the allocation and a fixed position are missing, this function
|
|
* will return 0.
|
|
*
|
|
* Return value: the Y coordinate, in pixels, ignoring any
|
|
* transformation (i.e. scaling, rotation)
|
|
*/
|
|
gint
|
|
clutter_actor_get_y (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
return CLUTTER_UNITS_TO_DEVICE (clutter_actor_get_yu (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_yu
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the Y coordinate of a #ClutterActor, in #ClutterUnit<!-- -->s.
|
|
*
|
|
* This function tries to "do what you mean", by returning the
|
|
* correct value depending on the actor's state.
|
|
*
|
|
* If the actor has a valid allocation, this function will return
|
|
* the Y coordinate of the origin of the allocation box.
|
|
*
|
|
* If the actor has any fixed coordinate set using clutter_actor_set_y(),
|
|
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
|
|
* function will return that coordinate.
|
|
*
|
|
* If both the allocation and a fixed position are missing, this function
|
|
* will return 0.
|
|
*
|
|
* Return value: the Y coordinate, in #ClutterUnit<!-- -->s, ignoring
|
|
* any transformation (i.e. scaling, rotation)
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
ClutterUnit
|
|
clutter_actor_get_yu (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
if (self->priv->needs_allocation)
|
|
{
|
|
if (self->priv->position_set)
|
|
return self->priv->fixed_y;
|
|
else
|
|
return 0;
|
|
}
|
|
else
|
|
return self->priv->allocation.y1;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_scalex:
|
|
* @self: A #ClutterActor
|
|
* @scale_x: #ClutterFixed factor to scale actor by horizontally.
|
|
* @scale_y: #ClutterFixed factor to scale actor by vertically.
|
|
*
|
|
* Fixed point version of clutter_actor_set_scale().
|
|
*
|
|
* Scales an actor with the given factors. The scaling is always
|
|
* relative to the anchor point.
|
|
*/
|
|
void
|
|
clutter_actor_set_scalex (ClutterActor *self,
|
|
ClutterFixed scale_x,
|
|
ClutterFixed scale_y)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
g_object_ref (self);
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
self->priv->scale_x = scale_x;
|
|
g_object_notify (G_OBJECT (self), "scale-x");
|
|
|
|
self->priv->scale_y = scale_y;
|
|
g_object_notify (G_OBJECT (self), "scale-y");
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
g_object_unref (self);
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_queue_redraw (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_scale:
|
|
* @self: A #ClutterActor
|
|
* @scale_x: double factor to scale actor by horizontally.
|
|
* @scale_y: double factor to scale actor by vertically.
|
|
*
|
|
* Scales an actor with the given factors. The scaling is always
|
|
* relative to the anchor point.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
void
|
|
clutter_actor_set_scale (ClutterActor *self,
|
|
double scale_x,
|
|
double scale_y)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_set_scalex (self,
|
|
COGL_FIXED_FROM_FLOAT (scale_x),
|
|
COGL_FIXED_FROM_FLOAT (scale_y));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_scalex:
|
|
* @self: A #ClutterActor
|
|
* @scale_x: Location to store horizonal scale factor, or %NULL.
|
|
* @scale_y: Location to store vertical scale factor, or %NULL.
|
|
*
|
|
* Fixed point version of clutter_actor_get_scale().
|
|
*
|
|
* Retrieves the scale factors of an actor.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
void
|
|
clutter_actor_get_scalex (ClutterActor *self,
|
|
ClutterFixed *scale_x,
|
|
ClutterFixed *scale_y)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (scale_x)
|
|
*scale_x = self->priv->scale_x;
|
|
|
|
if (scale_y)
|
|
*scale_y = self->priv->scale_y;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_scale:
|
|
* @self: A #ClutterActor
|
|
* @scale_x: Location to store horizonal float scale factor, or %NULL.
|
|
* @scale_y: Location to store vertical float scale factor, or %NULL.
|
|
*
|
|
* Retrieves an actors scale in floating point.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
void
|
|
clutter_actor_get_scale (ClutterActor *self,
|
|
gdouble *scale_x,
|
|
gdouble *scale_y)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (scale_x)
|
|
*scale_x = COGL_FIXED_TO_FLOAT (self->priv->scale_x);
|
|
|
|
if (scale_y)
|
|
*scale_y = COGL_FIXED_TO_FLOAT (self->priv->scale_y);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_opacity:
|
|
* @self: A #ClutterActor
|
|
* @opacity: New opacity value for the actor.
|
|
*
|
|
* Sets the actor's opacity, with zero being completely transparent and
|
|
* 255 (0xff) being fully opaque.
|
|
*/
|
|
void
|
|
clutter_actor_set_opacity (ClutterActor *self,
|
|
guint8 opacity)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
self->priv->opacity = opacity;
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_queue_redraw (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_paint_opacity:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the absolute opacity of the actor, as it appears on the stage.
|
|
*
|
|
* This function traverses the hierarchy chain and composites the opacity of
|
|
* the actor with that of its parents.
|
|
*
|
|
* This function is intended for subclasses to use in the paint virtual
|
|
* function, to paint themselves with the correct opacity.
|
|
*
|
|
* Return value: The actor opacity value.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
guint8
|
|
clutter_actor_get_paint_opacity (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterActor *parent;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
priv = self->priv;
|
|
|
|
parent = priv->parent_actor;
|
|
|
|
/* Factor in the actual actors opacity with parents */
|
|
if (G_LIKELY (parent))
|
|
{
|
|
guint8 opacity = clutter_actor_get_paint_opacity (parent);
|
|
|
|
if (opacity != 0xff)
|
|
return (opacity * priv->opacity) / 0xff;
|
|
}
|
|
|
|
return clutter_actor_get_opacity (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_opacity:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Retrieves the opacity value of an actor, as set by
|
|
* clutter_actor_set_opacity().
|
|
*
|
|
* For retrieving the absolute opacity of the actor inside a paint
|
|
* virtual function, see clutter_actor_get_paint_opacity().
|
|
*
|
|
* Return value: the opacity of the actor
|
|
*/
|
|
guint8
|
|
clutter_actor_get_opacity (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
return self->priv->opacity;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_name:
|
|
* @self: A #ClutterActor
|
|
* @name: Textual tag to apply to actor
|
|
*
|
|
* Sets the given name to @self. The name can be used to identify
|
|
* a #ClutterActor.
|
|
*/
|
|
void
|
|
clutter_actor_set_name (ClutterActor *self,
|
|
const gchar *name)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
g_free (self->priv->name);
|
|
self->priv->name = g_strdup (name);
|
|
|
|
g_object_notify (G_OBJECT (self), "name");
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_name:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the name of @self.
|
|
*
|
|
* Return value: the name of the actor, or %NULL. The returned string is
|
|
* owned by the actor and should not be modified or freed.
|
|
*/
|
|
G_CONST_RETURN gchar *
|
|
clutter_actor_get_name (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
|
|
|
|
return self->priv->name;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_gid:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the unique id for @self.
|
|
*
|
|
* Return value: Globally unique value for this object instance.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
guint32
|
|
clutter_actor_get_gid (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
return self->priv->id;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_depth:
|
|
* @self: a #ClutterActor
|
|
* @depth: Z co-ord
|
|
*
|
|
* Sets the Z co-ordinate of @self to @depth. The Units of which are dependant
|
|
* on the perspective setup.
|
|
*/
|
|
void
|
|
clutter_actor_set_depth (ClutterActor *self,
|
|
gint depth)
|
|
{
|
|
clutter_actor_set_depthu (self, CLUTTER_UNITS_FROM_DEVICE (depth));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_depthu:
|
|
* @self: a #ClutterActor
|
|
* @depth: Z co-ordinate, in #ClutterUnit<!-- -->s
|
|
*
|
|
* Sets the Z co-ordinate of @self to @depth in #ClutterUnit<!-- -->s, the
|
|
* units of which are dependant on the perspective setup.
|
|
*/
|
|
void
|
|
clutter_actor_set_depthu (ClutterActor *self,
|
|
ClutterUnit depth)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->z != depth)
|
|
{
|
|
/* Sets Z value. - FIXME: should invert ?*/
|
|
priv->z = depth;
|
|
|
|
if (priv->parent_actor && CLUTTER_IS_CONTAINER (priv->parent_actor))
|
|
{
|
|
ClutterContainer *parent;
|
|
|
|
/* We need to resort the container stacking order as to
|
|
* correctly render alpha values.
|
|
*
|
|
* FIXME: This is sub optimal. maybe queue the the sort
|
|
* before stacking
|
|
*/
|
|
parent = CLUTTER_CONTAINER (priv->parent_actor);
|
|
clutter_container_sort_depth_order (parent);
|
|
}
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
g_object_notify (G_OBJECT (self), "depth");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_depth:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Retrieves the depth of @self.
|
|
*
|
|
* Return value: the depth of the actor
|
|
*/
|
|
gint
|
|
clutter_actor_get_depth (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
|
|
|
|
return CLUTTER_UNITS_TO_DEVICE (self->priv->z);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_depthu:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Retrieves the depth of @self.
|
|
*
|
|
* Return value: the depth of the actor, in #ClutterUnit<!-- -->s
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
ClutterUnit
|
|
clutter_actor_get_depthu (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
|
|
|
|
return self->priv->z;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_rotationu:
|
|
* @self: a #ClutterActor
|
|
* @axis: the axis of rotation
|
|
* @angle: the angle of rotation
|
|
* @x: X coordinate of the rotation center, in #ClutterUnit<!-- -->s
|
|
* @y: Y coordinate of the rotation center, in #ClutterUnit<!-- -->s
|
|
* @z: Z coordinate of the rotation center, in #ClutterUnit<!-- -->s
|
|
*
|
|
* Sets the rotation angle of @self around the given axis.
|
|
*
|
|
* This function is the units based variant of clutter_actor_set_rotation().
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_set_rotationu (ClutterActor *self,
|
|
ClutterRotateAxis axis,
|
|
gdouble angle,
|
|
ClutterUnit x,
|
|
ClutterUnit y,
|
|
ClutterUnit z)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_set_rotation_internal (self, axis,
|
|
COGL_FIXED_FROM_FLOAT (angle),
|
|
x, y, z);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_rotationx:
|
|
* @self: a #ClutterActor
|
|
* @axis: the axis of rotation
|
|
* @angle: the angle of rotation
|
|
* @x: X coordinate of the rotation center
|
|
* @y: Y coordinate of the rotation center
|
|
* @z: Z coordinate of the rotation center
|
|
*
|
|
* Sets the rotation angle of @self around the given axis.
|
|
*
|
|
* This function is the fixed point variant of clutter_actor_set_rotation().
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_rotationx (ClutterActor *self,
|
|
ClutterRotateAxis axis,
|
|
ClutterFixed angle,
|
|
gint x,
|
|
gint y,
|
|
gint z)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_set_rotation_internal (self, axis, angle,
|
|
CLUTTER_UNITS_FROM_DEVICE (x),
|
|
CLUTTER_UNITS_FROM_DEVICE (y),
|
|
CLUTTER_UNITS_FROM_DEVICE (z));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_rotation:
|
|
* @self: a #ClutterActor
|
|
* @axis: the axis of rotation
|
|
* @angle: the angle of rotation
|
|
* @x: X coordinate of the rotation center
|
|
* @y: Y coordinate of the rotation center
|
|
* @z: Z coordinate of the rotation center
|
|
*
|
|
* Sets the rotation angle of @self around the given axis.
|
|
*
|
|
* The rotation center coordinates used depend on the value of @axis:
|
|
* <itemizedlist>
|
|
* <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
|
|
* <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
|
|
* <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* The rotation coordinates are relative to the anchor point of the
|
|
* actor, set using clutter_actor_set_anchor_point(). If no anchor
|
|
* point is set, the upper left corner is assumed as the origin.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_rotation (ClutterActor *self,
|
|
ClutterRotateAxis axis,
|
|
gdouble angle,
|
|
gint x,
|
|
gint y,
|
|
gint z)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_set_rotationx (self, axis,
|
|
COGL_FIXED_FROM_FLOAT (angle),
|
|
x, y, z);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_rotationu:
|
|
* @self: a #ClutterActor
|
|
* @axis: the axis of rotation
|
|
* @x: return value for the X coordinate of the center of rotation,
|
|
* in #ClutterUnit<!-- -->s
|
|
* @y: return value for the Y coordinate of the center of rotation,
|
|
* in #ClutterUnit<!-- -->s
|
|
* @z: return value for the Z coordinate of the center of rotation,
|
|
* in #ClutterUnit<!-- -->s
|
|
*
|
|
* Retrieves the angle and center of rotation on the given axis,
|
|
* set using clutter_actor_set_rotation().
|
|
*
|
|
* This function is the units based variant of clutter_actor_get_rotation().
|
|
*
|
|
* Return value: the angle of rotation
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
gdouble
|
|
clutter_actor_get_rotationu (ClutterActor *self,
|
|
ClutterRotateAxis axis,
|
|
ClutterUnit *x,
|
|
ClutterUnit *y,
|
|
ClutterUnit *z)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
gdouble retval = 0;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
priv = self->priv;
|
|
|
|
switch (axis)
|
|
{
|
|
case CLUTTER_X_AXIS:
|
|
retval = COGL_FIXED_TO_DOUBLE (priv->rxang);
|
|
if (y)
|
|
*y = priv->rxy;
|
|
if (z)
|
|
*z = priv->rxz;
|
|
break;
|
|
|
|
case CLUTTER_Y_AXIS:
|
|
retval = COGL_FIXED_TO_DOUBLE (priv->ryang);
|
|
if (x)
|
|
*x = priv->ryx;
|
|
if (z)
|
|
*z = priv->ryz;
|
|
break;
|
|
|
|
case CLUTTER_Z_AXIS:
|
|
retval = COGL_FIXED_TO_DOUBLE (priv->rzang);
|
|
if (x)
|
|
*x = priv->rzx;
|
|
if (y)
|
|
*y = priv->rzy;
|
|
break;
|
|
}
|
|
|
|
return retval;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_rotationx:
|
|
* @self: a #ClutterActor
|
|
* @axis: the axis of rotation
|
|
* @x: return value for the X coordinate of the center of rotation
|
|
* @y: return value for the Y coordinate of the center of rotation
|
|
* @z: return value for the Z coordinate of the center of rotation
|
|
*
|
|
* Retrieves the angle and center of rotation on the given axis,
|
|
* set using clutter_actor_set_rotation().
|
|
*
|
|
* This function is the fixed point variant of clutter_actor_get_rotation().
|
|
*
|
|
* Return value: the angle of rotation as a fixed point value.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
ClutterFixed
|
|
clutter_actor_get_rotationx (ClutterActor *self,
|
|
ClutterRotateAxis axis,
|
|
gint *x,
|
|
gint *y,
|
|
gint *z)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterFixed retval = 0;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
priv = self->priv;
|
|
|
|
switch (axis)
|
|
{
|
|
case CLUTTER_X_AXIS:
|
|
retval = priv->rxang;
|
|
if (y)
|
|
*y = CLUTTER_UNITS_TO_DEVICE (priv->rxy);
|
|
if (z)
|
|
*z = CLUTTER_UNITS_TO_DEVICE (priv->rxz);
|
|
break;
|
|
|
|
case CLUTTER_Y_AXIS:
|
|
retval = priv->ryang;
|
|
if (x)
|
|
*x = CLUTTER_UNITS_TO_DEVICE (priv->ryx);
|
|
if (z)
|
|
*z = CLUTTER_UNITS_TO_DEVICE (priv->ryz);
|
|
break;
|
|
|
|
case CLUTTER_Z_AXIS:
|
|
retval = priv->rzang;
|
|
if (x)
|
|
*x = CLUTTER_UNITS_TO_DEVICE (priv->rzx);
|
|
if (y)
|
|
*y = CLUTTER_UNITS_TO_DEVICE (priv->rzy);
|
|
break;
|
|
}
|
|
|
|
return retval;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_rotation:
|
|
* @self: a #ClutterActor
|
|
* @axis: the axis of rotation
|
|
* @x: return value for the X coordinate of the center of rotation
|
|
* @y: return value for the Y coordinate of the center of rotation
|
|
* @z: return value for the Z coordinate of the center of rotation
|
|
*
|
|
* Retrieves the angle and center of rotation on the given axis,
|
|
* set using clutter_actor_set_angle().
|
|
*
|
|
* The coordinates of the center returned by this function depend on
|
|
* the axis passed.
|
|
*
|
|
* Return value: the angle of rotation.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gdouble
|
|
clutter_actor_get_rotation (ClutterActor *self,
|
|
ClutterRotateAxis axis,
|
|
gint *x,
|
|
gint *y,
|
|
gint *z)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
|
|
|
|
return COGL_FIXED_TO_FLOAT (clutter_actor_get_rotationx (self,
|
|
axis,
|
|
x, y, z));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_clipu:
|
|
* @self: A #ClutterActor
|
|
* @xoff: X offset of the clip rectangle, in #ClutterUnit<!-- -->s
|
|
* @yoff: Y offset of the clip rectangle, in #ClutterUnit<!-- -->s
|
|
* @width: Width of the clip rectangle, in #ClutterUnit<!-- -->s
|
|
* @height: Height of the clip rectangle, in #ClutterUnit<!-- -->s
|
|
*
|
|
* Unit-based variant of clutter_actor_set_clip()
|
|
*
|
|
* Sets clip area for @self. The clip area is always computed from the
|
|
* upper left corner of the actor, even if the anchor point is set
|
|
* otherwise.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_clipu (ClutterActor *self,
|
|
ClutterUnit xoff,
|
|
ClutterUnit yoff,
|
|
ClutterUnit width,
|
|
ClutterUnit height)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
priv->clip[0] = xoff;
|
|
priv->clip[1] = yoff;
|
|
priv->clip[2] = width;
|
|
priv->clip[3] = height;
|
|
|
|
priv->has_clip = TRUE;
|
|
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
g_object_notify (G_OBJECT (self), "has-clip");
|
|
g_object_notify (G_OBJECT (self), "clip");
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_clip:
|
|
* @self: A #ClutterActor
|
|
* @xoff: X offset of the clip rectangle, in pixels
|
|
* @yoff: Y offset of the clip rectangle, in pixels
|
|
* @width: Width of the clip rectangle, in pixels
|
|
* @height: Height of the clip rectangle, in pixels
|
|
*
|
|
* Sets clip area in pixels for @self. The clip area is always computed
|
|
* from the upper left corner of the actor, even if the anchor point is
|
|
* set otherwise.
|
|
*/
|
|
void
|
|
clutter_actor_set_clip (ClutterActor *self,
|
|
gint xoff,
|
|
gint yoff,
|
|
gint width,
|
|
gint height)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_set_clipu (self,
|
|
CLUTTER_UNITS_FROM_DEVICE (xoff),
|
|
CLUTTER_UNITS_FROM_DEVICE (yoff),
|
|
CLUTTER_UNITS_FROM_DEVICE (width),
|
|
CLUTTER_UNITS_FROM_DEVICE (height));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_remove_clip
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Removes clip area from @self.
|
|
*/
|
|
void
|
|
clutter_actor_remove_clip (ClutterActor *self)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
self->priv->has_clip = FALSE;
|
|
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
g_object_notify (G_OBJECT (self), "has-clip");
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_has_clip:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Determines whether the actor has a clip area set or not.
|
|
*
|
|
* Return value: %TRUE if the actor has a clip area set.
|
|
*
|
|
* Since: 0.1.1
|
|
*/
|
|
gboolean
|
|
clutter_actor_has_clip (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
|
|
|
|
return self->priv->has_clip;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_clipu:
|
|
* @self: a #ClutterActor
|
|
* @xoff: return location for the X offset of the clip rectangle, or %NULL
|
|
* @yoff: return location for the Y offset of the clip rectangle, or %NULL
|
|
* @width: return location for the width of the clip rectangle, or %NULL
|
|
* @height: return location for the height of the clip rectangle, or %NULL
|
|
*
|
|
* Unit-based variant of clutter_actor_get_clip().
|
|
*
|
|
* Gets the clip area for @self, in #ClutterUnit<!-- -->s.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_get_clipu (ClutterActor *self,
|
|
ClutterUnit *xoff,
|
|
ClutterUnit *yoff,
|
|
ClutterUnit *width,
|
|
ClutterUnit *height)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
if (!priv->has_clip)
|
|
return;
|
|
|
|
if (xoff)
|
|
*xoff = priv->clip[0];
|
|
|
|
if (yoff)
|
|
*yoff = priv->clip[1];
|
|
|
|
if (width)
|
|
*width = priv->clip[2];
|
|
|
|
if (height)
|
|
*height = priv->clip[3];
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_clip:
|
|
* @self: a #ClutterActor
|
|
* @xoff: return location for the X offset of the clip rectangle, or %NULL
|
|
* @yoff: return location for the Y offset of the clip rectangle, or %NULL
|
|
* @width: return location for the width of the clip rectangle, or %NULL
|
|
* @height: return location for the height of the clip rectangle, or %NULL
|
|
*
|
|
* Gets the clip area for @self, in pixels.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_get_clip (ClutterActor *self,
|
|
gint *xoff,
|
|
gint *yoff,
|
|
gint *width,
|
|
gint *height)
|
|
{
|
|
struct clipu { ClutterUnit x, y, width, height; } c = { 0, };
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_get_clipu (self, &c.x, &c.y, &c.width, &c.height);
|
|
|
|
if (xoff)
|
|
*xoff = CLUTTER_UNITS_TO_DEVICE (c.x);
|
|
|
|
if (yoff)
|
|
*yoff = CLUTTER_UNITS_TO_DEVICE (c.y);
|
|
|
|
if (width)
|
|
*width = CLUTTER_UNITS_TO_DEVICE (c.width);
|
|
|
|
if (height)
|
|
*height = CLUTTER_UNITS_TO_DEVICE (c.height);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_parent:
|
|
* @self: A #ClutterActor
|
|
* @parent: A new #ClutterActor parent
|
|
*
|
|
* Sets the parent of @self to @parent. The opposite function is
|
|
* clutter_actor_unparent().
|
|
*
|
|
* This function should not be used by applications, but by custom
|
|
* container actor subclasses.
|
|
*/
|
|
void
|
|
clutter_actor_set_parent (ClutterActor *self,
|
|
ClutterActor *parent)
|
|
{
|
|
ClutterMainContext *clutter_context;
|
|
ClutterActorPrivate *priv;
|
|
|
|
clutter_context = clutter_context_get_default ();
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (parent));
|
|
g_return_if_fail (self != parent);
|
|
g_return_if_fail (clutter_context != NULL);
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->parent_actor != NULL)
|
|
{
|
|
g_warning ("Cannot set a parent on an actor which has a parent.\n"
|
|
"You must use clutter_actor_unparent() first.\n");
|
|
return;
|
|
}
|
|
|
|
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
|
|
{
|
|
g_warning ("Cannot set a parent on a toplevel actor\n");
|
|
return;
|
|
}
|
|
|
|
g_object_ref_sink (self);
|
|
priv->parent_actor = parent;
|
|
|
|
/* clutter_actor_reparent() will emit ::parent-set for us */
|
|
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
|
|
g_signal_emit (self, actor_signals[PARENT_SET], 0, NULL);
|
|
|
|
/* the invariant is: if the parent is realized, the we must be
|
|
* realized after set_parent(). the call to clutter_actor_show()
|
|
* will cause this anyway, but we need to maintain the invariant
|
|
* even for actors that have :show-on-set-parent set to FALSE
|
|
*/
|
|
if (CLUTTER_ACTOR_IS_REALIZED (priv->parent_actor))
|
|
clutter_actor_realize (self);
|
|
|
|
if (priv->show_on_set_parent)
|
|
clutter_actor_show (self);
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (priv->parent_actor) &&
|
|
CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
{
|
|
clutter_actor_queue_redraw (self);
|
|
}
|
|
|
|
/* maintain the invariant that if an actor needs layout,
|
|
* its parents do as well
|
|
*/
|
|
if (priv->needs_width_request ||
|
|
priv->needs_height_request ||
|
|
priv->needs_allocation)
|
|
{
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_parent:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the parent of @self.
|
|
*
|
|
* Return Value: The #ClutterActor parent, or %NULL if no parent is set
|
|
*/
|
|
ClutterActor *
|
|
clutter_actor_get_parent (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
|
|
|
|
return self->priv->parent_actor;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_paint_visibility:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the 'paint' visibility of an actor recursively checking for non
|
|
* visible parents.
|
|
*
|
|
* Return Value: TRUE if the actor is visibile and will be painted.
|
|
*
|
|
* Since: 0.8.4
|
|
*/
|
|
gboolean
|
|
clutter_actor_get_paint_visibility (ClutterActor *actor)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
|
|
|
|
do
|
|
{
|
|
if (!CLUTTER_ACTOR_IS_VISIBLE (actor))
|
|
return FALSE;
|
|
|
|
if (CLUTTER_PRIVATE_FLAGS (actor) & CLUTTER_ACTOR_IS_TOPLEVEL)
|
|
return TRUE;
|
|
}
|
|
while ((actor = clutter_actor_get_parent (actor)) != NULL);
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_unparent:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Removes the parent of @self.
|
|
*
|
|
* This function should not be used in applications. It should be called by
|
|
* implementations of container actors, to dissociate a child from the
|
|
* container.
|
|
*
|
|
* Since: 0.1.1
|
|
*/
|
|
void
|
|
clutter_actor_unparent (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterActor *old_parent;
|
|
|
|
gboolean show_on_set_parent_enabled = TRUE;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->parent_actor == NULL)
|
|
return;
|
|
|
|
show_on_set_parent_enabled = priv->show_on_set_parent;
|
|
|
|
old_parent = priv->parent_actor;
|
|
priv->parent_actor = NULL;
|
|
|
|
/* if we are uparenting we hide ourselves; if we are just reparenting
|
|
* there's no need to do that, as the paint is fast enough.
|
|
*/
|
|
if (CLUTTER_ACTOR_IS_REALIZED (self))
|
|
{
|
|
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
|
|
clutter_actor_hide (self);
|
|
}
|
|
|
|
/* clutter_actor_hide() will set the :show-on-set-parent property
|
|
* to FALSE because the actor doesn't have a parent anymore; but
|
|
* we need to return the actor to its initial state, so we force
|
|
* the state of the :show-on-set-parent property to its value
|
|
* previous the unparenting
|
|
*/
|
|
priv->show_on_set_parent = show_on_set_parent_enabled;
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
/* clutter_actor_reparent() will emit ::parent-set for us */
|
|
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
|
|
g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
|
|
|
|
/* Queue a redraw on old_parent */
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (old_parent))
|
|
clutter_actor_queue_redraw (old_parent);
|
|
|
|
/* Could also need to relayout */
|
|
if (old_parent->priv->needs_width_request ||
|
|
old_parent->priv->needs_height_request ||
|
|
old_parent->priv->needs_allocation)
|
|
{
|
|
clutter_actor_queue_relayout (old_parent);
|
|
}
|
|
|
|
/* remove the reference we acquired in clutter_actor_set_parent() */
|
|
g_object_unref (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_reparent:
|
|
* @self: a #ClutterActor
|
|
* @new_parent: the new #ClutterActor parent
|
|
*
|
|
* This function resets the parent actor of @self. It is
|
|
* logically equivalent to calling clutter_actor_unparent()
|
|
* and clutter_actor_set_parent().
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
void
|
|
clutter_actor_reparent (ClutterActor *self,
|
|
ClutterActor *new_parent)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (new_parent));
|
|
g_return_if_fail (self != new_parent);
|
|
|
|
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
|
|
{
|
|
g_warning ("Cannot set a parent on a toplevel actor\n");
|
|
return;
|
|
}
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->parent_actor != new_parent)
|
|
{
|
|
ClutterActor *old_parent;
|
|
|
|
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
|
|
|
|
old_parent = priv->parent_actor;
|
|
|
|
g_object_ref (self);
|
|
|
|
if (CLUTTER_IS_CONTAINER (priv->parent_actor))
|
|
{
|
|
ClutterContainer *parent = CLUTTER_CONTAINER (priv->parent_actor);
|
|
/* Note, will call unparent() */
|
|
clutter_container_remove_actor (parent, self);
|
|
}
|
|
else
|
|
clutter_actor_unparent (self);
|
|
|
|
if (CLUTTER_IS_CONTAINER (new_parent))
|
|
/* Note, will call parent() */
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
|
|
else
|
|
clutter_actor_set_parent (self, new_parent);
|
|
|
|
/* we emit the ::parent-set signal once */
|
|
g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
|
|
|
|
g_object_unref (self);
|
|
|
|
CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
|
|
}
|
|
}
|
|
/**
|
|
* clutter_actor_raise:
|
|
* @self: A #ClutterActor
|
|
* @below: A #ClutterActor to raise above.
|
|
*
|
|
* Puts @self above @below.
|
|
*
|
|
* Both actors must have the same parent.
|
|
*
|
|
* This function is the equivalent of clutter_container_raise_child().
|
|
*/
|
|
void
|
|
clutter_actor_raise (ClutterActor *self,
|
|
ClutterActor *below)
|
|
{
|
|
ClutterActor *parent;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
parent = clutter_actor_get_parent (self);
|
|
if (!parent)
|
|
{
|
|
g_warning ("Actor of type %s is not inside a container",
|
|
g_type_name (G_OBJECT_TYPE (self)));
|
|
return;
|
|
}
|
|
|
|
if (below)
|
|
{
|
|
if (parent != clutter_actor_get_parent (below))
|
|
{
|
|
g_warning ("Actor of type %s is not in the same "
|
|
"container of actor of type %s",
|
|
g_type_name (G_OBJECT_TYPE (self)),
|
|
g_type_name (G_OBJECT_TYPE (below)));
|
|
return;
|
|
}
|
|
}
|
|
|
|
clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_lower:
|
|
* @self: A #ClutterActor
|
|
* @above: A #ClutterActor to lower below
|
|
*
|
|
* Puts @self below @above.
|
|
*
|
|
* Both actors must have the same parent.
|
|
*
|
|
* This function is the equivalent of clutter_container_lower_child().
|
|
*/
|
|
void
|
|
clutter_actor_lower (ClutterActor *self,
|
|
ClutterActor *above)
|
|
{
|
|
ClutterActor *parent;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR(self));
|
|
|
|
parent = clutter_actor_get_parent (self);
|
|
if (!parent)
|
|
{
|
|
g_warning ("Actor of type %s is not inside a container",
|
|
g_type_name (G_OBJECT_TYPE (self)));
|
|
return;
|
|
}
|
|
|
|
if (above)
|
|
{
|
|
if (parent != clutter_actor_get_parent (above))
|
|
{
|
|
g_warning ("Actor of type %s is not in the same "
|
|
"container of actor of type %s",
|
|
g_type_name (G_OBJECT_TYPE (self)),
|
|
g_type_name (G_OBJECT_TYPE (above)));
|
|
return;
|
|
}
|
|
}
|
|
|
|
clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_raise_top:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Raises @self to the top.
|
|
*
|
|
* This function calls clutter_actor_raise() internally.
|
|
*/
|
|
void
|
|
clutter_actor_raise_top (ClutterActor *self)
|
|
{
|
|
clutter_actor_raise (self, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_lower_bottom:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Lowers @self to the bottom.
|
|
*
|
|
* This function calls clutter_actor_lower() internally.
|
|
*/
|
|
void
|
|
clutter_actor_lower_bottom (ClutterActor *self)
|
|
{
|
|
clutter_actor_lower (self, NULL);
|
|
}
|
|
|
|
/*
|
|
* Event handling
|
|
*/
|
|
|
|
/**
|
|
* clutter_actor_event:
|
|
* @actor: a #ClutterActor
|
|
* @event: a #ClutterEvent
|
|
* @capture: TRUE if event in in capture phase, FALSE otherwise.
|
|
*
|
|
* This function is used to emit an event on the main stage.
|
|
* You should rarely need to use this function, except for
|
|
* synthetising events.
|
|
*
|
|
* Return value: the return value from the signal emission: %TRUE
|
|
* if the actor handled the event, or %FALSE if the event was
|
|
* not handled
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gboolean
|
|
clutter_actor_event (ClutterActor *actor,
|
|
ClutterEvent *event,
|
|
gboolean capture)
|
|
{
|
|
gboolean retval = FALSE;
|
|
gint signal_num = -1;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
|
|
g_return_val_if_fail (event != NULL, FALSE);
|
|
|
|
g_object_ref (actor);
|
|
|
|
if (capture)
|
|
{
|
|
g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0,
|
|
event,
|
|
&retval);
|
|
goto out;
|
|
}
|
|
|
|
g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval);
|
|
|
|
if (!retval)
|
|
{
|
|
switch (event->type)
|
|
{
|
|
case CLUTTER_NOTHING:
|
|
break;
|
|
case CLUTTER_BUTTON_PRESS:
|
|
signal_num = BUTTON_PRESS_EVENT;
|
|
break;
|
|
case CLUTTER_BUTTON_RELEASE:
|
|
signal_num = BUTTON_RELEASE_EVENT;
|
|
break;
|
|
case CLUTTER_SCROLL:
|
|
signal_num = SCROLL_EVENT;
|
|
break;
|
|
case CLUTTER_KEY_PRESS:
|
|
signal_num = KEY_PRESS_EVENT;
|
|
break;
|
|
case CLUTTER_KEY_RELEASE:
|
|
signal_num = KEY_RELEASE_EVENT;
|
|
break;
|
|
case CLUTTER_MOTION:
|
|
signal_num = MOTION_EVENT;
|
|
break;
|
|
case CLUTTER_ENTER:
|
|
signal_num = ENTER_EVENT;
|
|
break;
|
|
case CLUTTER_LEAVE:
|
|
signal_num = LEAVE_EVENT;
|
|
break;
|
|
case CLUTTER_DELETE:
|
|
case CLUTTER_DESTROY_NOTIFY:
|
|
case CLUTTER_CLIENT_MESSAGE:
|
|
default:
|
|
signal_num = -1;
|
|
break;
|
|
}
|
|
|
|
if (signal_num != -1)
|
|
g_signal_emit (actor, actor_signals[signal_num], 0,
|
|
event, &retval);
|
|
}
|
|
|
|
out:
|
|
g_object_unref (actor);
|
|
|
|
return retval;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_reactive:
|
|
* @actor: a #ClutterActor
|
|
* @reactive: whether the actor should be reactive to events
|
|
*
|
|
* Sets @actor as reactive. Reactive actors will receive events.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_reactive (ClutterActor *actor,
|
|
gboolean reactive)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
|
|
|
|
if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor))
|
|
return;
|
|
|
|
if (reactive)
|
|
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
|
|
else
|
|
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE);
|
|
|
|
g_object_notify (G_OBJECT (actor), "reactive");
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_reactive:
|
|
* @actor: a #ClutterActor
|
|
*
|
|
* Checks whether @actor is marked as reactive.
|
|
*
|
|
* Return value: %TRUE if the actor is reactive
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gboolean
|
|
clutter_actor_get_reactive (ClutterActor *actor)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
|
|
|
|
return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_anchor_point:
|
|
* @self: a #ClutterActor
|
|
* @anchor_x: X coordinate of the anchor point
|
|
* @anchor_y: Y coordinate of the anchor point
|
|
*
|
|
* Sets an anchor point for the @actor. The anchor point is a point in the
|
|
* coordinate space of an actor to which the actor position within its
|
|
* parent is relative; the default is (0, 0), i.e. the top-left corner of
|
|
* the actor.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_anchor_point (ClutterActor *self,
|
|
gint anchor_x,
|
|
gint anchor_y)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_set_anchor_pointu (self,
|
|
CLUTTER_UNITS_FROM_DEVICE (anchor_x),
|
|
CLUTTER_UNITS_FROM_DEVICE (anchor_y));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_move_anchor_point:
|
|
* @self: a #ClutterActor
|
|
* @anchor_x: X coordinate of the anchor point
|
|
* @anchor_y: Y coordinate of the anchor point
|
|
*
|
|
* Sets an anchor point for the @actor, and adjusts the actor postion so
|
|
* that the relative position of the actor toward its parent remains the
|
|
* same.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_move_anchor_point (ClutterActor *self,
|
|
gint anchor_x,
|
|
gint anchor_y)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterUnit ax = CLUTTER_UNITS_FROM_DEVICE (anchor_x);
|
|
ClutterUnit ay = CLUTTER_UNITS_FROM_DEVICE (anchor_y);
|
|
ClutterUnit dx;
|
|
ClutterUnit dy;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
dx = ax - priv->anchor_x;
|
|
dy = ay - priv->anchor_y;
|
|
|
|
priv->anchor_x = ax;
|
|
priv->anchor_y = ay;
|
|
|
|
if (priv->position_set)
|
|
clutter_actor_move_byu (self, dx, dy);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_anchor_point:
|
|
* @self: a #ClutterActor
|
|
* @anchor_x: return location for the X coordinate of the anchor point
|
|
* @anchor_y: return location for the y coordinate of the anchor point
|
|
*
|
|
* Gets the current anchor point of the @actor in pixels.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_get_anchor_point (ClutterActor *self,
|
|
gint *anchor_x,
|
|
gint *anchor_y)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
if (anchor_x)
|
|
*anchor_x = CLUTTER_UNITS_TO_DEVICE (priv->anchor_x);
|
|
|
|
if (anchor_y)
|
|
*anchor_y = CLUTTER_UNITS_TO_DEVICE (priv->anchor_y);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_anchor_pointu:
|
|
* @self: a #ClutterActor
|
|
* @anchor_x: X coordinate of the anchor point, in #ClutterUnit<!-- -->s
|
|
* @anchor_y: Y coordinate of the anchor point, in #ClutterUnit<!-- -->s
|
|
*
|
|
* Sets an anchor point for @self. The anchor point is a point in the
|
|
* coordinate space of an actor to which the actor position within its
|
|
* parent is relative; the default is (0, 0), i.e. the top-left corner
|
|
* of the actor.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_anchor_pointu (ClutterActor *self,
|
|
ClutterUnit anchor_x,
|
|
ClutterUnit anchor_y)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
gboolean changed = FALSE;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
if (priv->anchor_x != anchor_x)
|
|
{
|
|
priv->anchor_x = anchor_x;
|
|
g_object_notify (G_OBJECT (self), "anchor-x");
|
|
changed = TRUE;
|
|
}
|
|
|
|
if (priv->anchor_y != anchor_y)
|
|
{
|
|
priv->anchor_y = anchor_y;
|
|
g_object_notify (G_OBJECT (self), "anchor-y");
|
|
changed = TRUE;
|
|
}
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
|
|
if (changed && CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_queue_redraw (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_move_anchor_pointu:
|
|
* @self: a #ClutterActor
|
|
* @anchor_x: X coordinate of the anchor point
|
|
* @anchor_y: Y coordinate of the anchor point
|
|
*
|
|
* Sets an anchor point for the actor, and adjusts the actor postion so that
|
|
* the relative position of the actor toward its parent remains the same.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_move_anchor_pointu (ClutterActor *self,
|
|
ClutterUnit anchor_x,
|
|
ClutterUnit anchor_y)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterUnit dx;
|
|
ClutterUnit dy;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
dx = anchor_x - priv->anchor_x;
|
|
dy = anchor_y - priv->anchor_y;
|
|
|
|
priv->anchor_x = anchor_x;
|
|
priv->anchor_y = anchor_y;
|
|
|
|
if (priv->position_set)
|
|
clutter_actor_move_byu (self, dx, dy);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_anchor_pointu:
|
|
* @self: a #ClutterActor
|
|
* @anchor_x: return location for the X coordinace of the anchor point
|
|
* @anchor_y: return location for the X coordinace of the anchor point
|
|
*
|
|
* Gets the current anchor point of the @actor in #ClutterUnit<!-- -->s.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_get_anchor_pointu (ClutterActor *self,
|
|
ClutterUnit *anchor_x,
|
|
ClutterUnit *anchor_y)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
if (anchor_x)
|
|
*anchor_x = priv->anchor_x;
|
|
|
|
if (anchor_y)
|
|
*anchor_y = priv->anchor_y;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_move_anchor_point_from_gravity:
|
|
* @self: a #ClutterActor
|
|
* @gravity: #ClutterGravity.
|
|
*
|
|
* Sets an anchor point on the actor based on the given gravity, adjusting the
|
|
* actor postion so that its relative position within its parent remains
|
|
* unchanged.
|
|
*
|
|
* Note that the anchor is still stored as a point and the gravity
|
|
* value is forgotten. For example, if you set the anchor point to
|
|
* %CLUTTER_GRAVITY_SOUTH_EAST and later double the size of the actor,
|
|
* the anchor point will not move to the bottom right and will now be
|
|
* in the center of the actor.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
|
|
ClutterGravity gravity)
|
|
{
|
|
ClutterUnit ax, ay, dx, dy;
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
ax = priv->anchor_x;
|
|
ay = priv->anchor_y;
|
|
|
|
clutter_actor_set_anchor_point_from_gravity (self, gravity);
|
|
|
|
dx = priv->anchor_x - ax;
|
|
dy = priv->anchor_y - ay;
|
|
|
|
if (priv->position_set)
|
|
{
|
|
clutter_actor_move_byu (self, dx, dy);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_anchor_point_from_gravity:
|
|
* @self: a #ClutterActor
|
|
* @gravity: #ClutterGravity.
|
|
*
|
|
* Sets an anchor point on the actor, based on the given gravity (this is a
|
|
* convenience function wrapping clutter_actor_set_anchor_point()).
|
|
*
|
|
* Note that the anchor is still stored as a point and the gravity
|
|
* value is forgotten. For example, if you set the anchor point to
|
|
* %CLUTTER_GRAVITY_SOUTH_EAST and later double the size of the actor,
|
|
* the anchor point will not move to the bottom right and will now be
|
|
* in the center of the actor.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
|
|
ClutterGravity gravity)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterUnit w, h, x, y;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
x = 0;
|
|
y = 0;
|
|
clutter_actor_get_sizeu (self, &w, &h);
|
|
|
|
switch (gravity)
|
|
{
|
|
case CLUTTER_GRAVITY_NORTH:
|
|
x = w / 2;
|
|
break;
|
|
case CLUTTER_GRAVITY_SOUTH:
|
|
x = w / 2;
|
|
y = h;
|
|
break;
|
|
case CLUTTER_GRAVITY_EAST:
|
|
x = w;
|
|
y = h / 2;
|
|
break;
|
|
case CLUTTER_GRAVITY_NORTH_EAST:
|
|
x = w;
|
|
break;
|
|
case CLUTTER_GRAVITY_SOUTH_EAST:
|
|
x = w;
|
|
y = h;
|
|
break;
|
|
case CLUTTER_GRAVITY_SOUTH_WEST:
|
|
y = h;
|
|
break;
|
|
case CLUTTER_GRAVITY_WEST:
|
|
y = h / 2;
|
|
break;
|
|
case CLUTTER_GRAVITY_CENTER:
|
|
x = w / 2;
|
|
y = h / 2;
|
|
break;
|
|
case CLUTTER_GRAVITY_NONE:
|
|
case CLUTTER_GRAVITY_NORTH_WEST:
|
|
break;
|
|
}
|
|
|
|
clutter_actor_set_anchor_pointu (self, x, y);
|
|
}
|
|
|
|
typedef enum
|
|
{
|
|
PARSE_X,
|
|
PARSE_Y,
|
|
PARSE_WIDTH,
|
|
PARSE_HEIGHT,
|
|
PARSE_ANCHOR_X,
|
|
PARSE_ANCHOR_Y
|
|
} ParseDimension;
|
|
|
|
static ClutterUnit
|
|
parse_units (ClutterActor *self,
|
|
ParseDimension dimension,
|
|
JsonNode *node)
|
|
{
|
|
GValue value = { 0, };
|
|
ClutterUnit retval = 0;
|
|
|
|
if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE)
|
|
return 0;
|
|
|
|
json_node_get_value (node, &value);
|
|
|
|
if (G_VALUE_HOLDS (&value, G_TYPE_INT))
|
|
{
|
|
gint pixels = g_value_get_int (&value);
|
|
|
|
retval = CLUTTER_UNITS_FROM_DEVICE (pixels);
|
|
}
|
|
else if (G_VALUE_HOLDS (&value, G_TYPE_STRING))
|
|
{
|
|
gint64 val;
|
|
gchar *end;
|
|
|
|
val = g_ascii_strtoll (g_value_get_string (&value), &end, 10);
|
|
|
|
/* skip whitespace */
|
|
while (g_ascii_isspace (*end))
|
|
end++;
|
|
|
|
/* assume pixels */
|
|
if (*end == '\0')
|
|
{
|
|
retval = CLUTTER_UNITS_FROM_DEVICE (val);
|
|
goto out;
|
|
}
|
|
|
|
if (strcmp (end, "px") == 0)
|
|
{
|
|
retval = CLUTTER_UNITS_FROM_DEVICE (val);
|
|
goto out;
|
|
}
|
|
|
|
if (strcmp (end, "mm") == 0)
|
|
{
|
|
retval = CLUTTER_UNITS_FROM_MM (val);
|
|
goto out;
|
|
}
|
|
|
|
if (strcmp (end, "pt") == 0)
|
|
{
|
|
retval = CLUTTER_UNITS_FROM_POINTS (val);
|
|
goto out;
|
|
}
|
|
|
|
if (end[0] == '%' && end[1] == '\0')
|
|
{
|
|
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
|
|
{
|
|
g_warning ("Unable to set percentage of %s on a top-level "
|
|
"actor of type `%s'",
|
|
(dimension == PARSE_X ||
|
|
dimension == PARSE_WIDTH ||
|
|
dimension == PARSE_ANCHOR_X) ? "width" : "height",
|
|
g_type_name (G_OBJECT_TYPE (self)));
|
|
retval = 0;
|
|
goto out;
|
|
}
|
|
|
|
if (dimension == PARSE_X ||
|
|
dimension == PARSE_WIDTH ||
|
|
dimension == PARSE_ANCHOR_X)
|
|
retval = CLUTTER_UNITS_FROM_STAGE_WIDTH_PERCENTAGE (val);
|
|
else
|
|
retval = CLUTTER_UNITS_FROM_STAGE_HEIGHT_PERCENTAGE (val);
|
|
|
|
goto out;
|
|
}
|
|
|
|
g_warning ("Invalid value `%s': integers, strings or floating point "
|
|
"values can be used for the x, y, width and height "
|
|
"properties. Valid modifiers for strings are `px', 'mm' "
|
|
"and '%%'.",
|
|
g_value_get_string (&value));
|
|
|
|
retval = 0;
|
|
}
|
|
else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE))
|
|
{
|
|
gint val;
|
|
|
|
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
|
|
{
|
|
g_warning ("Unable to set percentage of %s on a top-level "
|
|
"actor of type `%s'",
|
|
(dimension == PARSE_X || dimension == PARSE_WIDTH) ? "width"
|
|
: "height",
|
|
g_type_name (G_OBJECT_TYPE (self)));
|
|
retval = 0;
|
|
goto out;
|
|
}
|
|
|
|
val = CLAMP (g_value_get_double (&value) * 100, 0, 100);
|
|
|
|
if (dimension == PARSE_X ||
|
|
dimension == PARSE_WIDTH ||
|
|
dimension == PARSE_ANCHOR_X)
|
|
retval = CLUTTER_UNITS_FROM_STAGE_WIDTH_PERCENTAGE (val);
|
|
else
|
|
retval = CLUTTER_UNITS_FROM_STAGE_HEIGHT_PERCENTAGE (val);
|
|
}
|
|
else
|
|
{
|
|
g_warning ("Invalid value of type `%s': integers, strings of floating "
|
|
"point values can be used for the x, y, width, height "
|
|
"anchor-x and anchor-y properties.",
|
|
g_type_name (G_VALUE_TYPE (&value)));
|
|
}
|
|
|
|
out:
|
|
g_value_unset (&value);
|
|
|
|
return retval;
|
|
}
|
|
|
|
typedef struct {
|
|
ClutterRotateAxis axis;
|
|
|
|
ClutterFixed angle;
|
|
|
|
ClutterUnit center_x;
|
|
ClutterUnit center_y;
|
|
ClutterUnit center_z;
|
|
} RotationInfo;
|
|
|
|
static inline gboolean
|
|
parse_rotation_array (ClutterActor *actor,
|
|
JsonArray *array,
|
|
RotationInfo *info)
|
|
{
|
|
JsonNode *element;
|
|
|
|
if (json_array_get_length (array) != 2)
|
|
return FALSE;
|
|
|
|
/* angle */
|
|
element = json_array_get_element (array, 0);
|
|
if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE)
|
|
info->angle = COGL_FIXED_FROM_FLOAT (json_node_get_double (element));
|
|
else
|
|
return FALSE;
|
|
|
|
/* center */
|
|
element = json_array_get_element (array, 1);
|
|
if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY)
|
|
{
|
|
JsonArray *center = json_node_get_array (element);
|
|
|
|
if (json_array_get_length (center) != 2)
|
|
return FALSE;
|
|
|
|
switch (info->axis)
|
|
{
|
|
case CLUTTER_X_AXIS:
|
|
info->center_y = parse_units (actor, PARSE_Y,
|
|
json_array_get_element (center, 0));
|
|
info->center_z = parse_units (actor, PARSE_Y,
|
|
json_array_get_element (center, 1));
|
|
return TRUE;
|
|
|
|
case CLUTTER_Y_AXIS:
|
|
info->center_x = parse_units (actor, PARSE_X,
|
|
json_array_get_element (center, 0));
|
|
info->center_z = parse_units (actor, PARSE_X,
|
|
json_array_get_element (center, 1));
|
|
return TRUE;
|
|
|
|
case CLUTTER_Z_AXIS:
|
|
info->center_x = parse_units (actor, PARSE_X,
|
|
json_array_get_element (center, 0));
|
|
info->center_y = parse_units (actor, PARSE_Y,
|
|
json_array_get_element (center, 1));
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static gboolean
|
|
parse_rotation (ClutterActor *actor,
|
|
JsonNode *node,
|
|
RotationInfo *info)
|
|
{
|
|
JsonArray *array;
|
|
guint len, i;
|
|
gboolean retval = FALSE;
|
|
|
|
if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
|
|
{
|
|
g_warning ("Invalid node of type `%s' found, expecting an array",
|
|
json_node_type_name (node));
|
|
return FALSE;
|
|
}
|
|
|
|
array = json_node_get_array (node);
|
|
len = json_array_get_length (array);
|
|
|
|
for (i = 0; i < len; i++)
|
|
{
|
|
JsonNode *element = json_array_get_element (array, i);
|
|
JsonObject *object;
|
|
JsonNode *member;
|
|
|
|
if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
|
|
{
|
|
g_warning ("Invalid node of type `%s' found, expecting an object",
|
|
json_node_type_name (element));
|
|
return FALSE;
|
|
}
|
|
|
|
object = json_node_get_object (element);
|
|
|
|
if (json_object_has_member (object, "x-axis"))
|
|
{
|
|
member = json_object_get_member (object, "x-axis");
|
|
|
|
info->axis = CLUTTER_X_AXIS;
|
|
|
|
if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
|
|
{
|
|
info->angle = json_node_get_double (member);
|
|
retval = TRUE;
|
|
}
|
|
else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
|
|
retval = parse_rotation_array (actor,
|
|
json_node_get_array (member),
|
|
info);
|
|
else
|
|
retval = FALSE;
|
|
}
|
|
else if (json_object_has_member (object, "y-axis"))
|
|
{
|
|
member = json_object_get_member (object, "y-axis");
|
|
|
|
info->axis = CLUTTER_Y_AXIS;
|
|
|
|
if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
|
|
{
|
|
info->angle = json_node_get_double (member);
|
|
retval = TRUE;
|
|
}
|
|
else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
|
|
retval = parse_rotation_array (actor,
|
|
json_node_get_array (member),
|
|
info);
|
|
else
|
|
retval = FALSE;
|
|
}
|
|
else if (json_object_has_member (object, "z-axis"))
|
|
{
|
|
member = json_object_get_member (object, "z-axis");
|
|
|
|
info->axis = CLUTTER_Z_AXIS;
|
|
|
|
if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE)
|
|
{
|
|
info->angle = json_node_get_double (member);
|
|
retval = TRUE;
|
|
}
|
|
else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY)
|
|
retval = parse_rotation_array (actor,
|
|
json_node_get_array (member),
|
|
info);
|
|
else
|
|
retval = FALSE;
|
|
}
|
|
}
|
|
|
|
return retval;
|
|
}
|
|
|
|
static gboolean
|
|
clutter_actor_parse_custom_node (ClutterScriptable *scriptable,
|
|
ClutterScript *script,
|
|
GValue *value,
|
|
const gchar *name,
|
|
JsonNode *node)
|
|
{
|
|
ClutterActor *actor = CLUTTER_ACTOR (scriptable);
|
|
gboolean retval = FALSE;
|
|
|
|
if ((name[0] == 'x' && name[1] == '\0') ||
|
|
(name[0] == 'y' && name[1] == '\0') ||
|
|
(strcmp (name, "width") == 0) ||
|
|
(strcmp (name, "height") == 0) ||
|
|
(strcmp (name, "anchor_x") == 0) ||
|
|
(strcmp (name, "anchor_y") == 0))
|
|
{
|
|
ClutterUnit units;
|
|
ParseDimension dimension;
|
|
|
|
if (name[0] == 'x')
|
|
dimension = PARSE_X;
|
|
else if (name[0] == 'y')
|
|
dimension = PARSE_Y;
|
|
else if (name[0] == 'w')
|
|
dimension = PARSE_WIDTH;
|
|
else if (name[0] == 'h')
|
|
dimension = PARSE_HEIGHT;
|
|
else if (name[0] == 'a' && name[7] == 'x')
|
|
dimension = PARSE_ANCHOR_X;
|
|
else if (name[0] == 'a' && name[7] == 'y')
|
|
dimension = PARSE_ANCHOR_Y;
|
|
else
|
|
return FALSE;
|
|
|
|
units = parse_units (actor, dimension, node);
|
|
|
|
/* convert back to pixels: all properties are pixel-based */
|
|
g_value_init (value, G_TYPE_INT);
|
|
g_value_set_int (value, CLUTTER_UNITS_TO_DEVICE (units));
|
|
|
|
retval = TRUE;
|
|
}
|
|
else if (strcmp (name, "rotation") == 0)
|
|
{
|
|
RotationInfo *info;
|
|
|
|
info = g_slice_new0 (RotationInfo);
|
|
retval = parse_rotation (actor, node, info);
|
|
|
|
if (retval)
|
|
{
|
|
g_value_init (value, G_TYPE_POINTER);
|
|
g_value_set_pointer (value, info);
|
|
}
|
|
else
|
|
g_slice_free (RotationInfo, info);
|
|
}
|
|
|
|
return retval;
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_custom_property (ClutterScriptable *scriptable,
|
|
ClutterScript *script,
|
|
const gchar *name,
|
|
const GValue *value)
|
|
{
|
|
CLUTTER_NOTE (SCRIPT, "in ClutterActor::set_custom_property('%s')", name);
|
|
|
|
if (strcmp (name, "rotation") == 0)
|
|
{
|
|
RotationInfo *info;
|
|
|
|
if (!G_VALUE_HOLDS (value, G_TYPE_POINTER))
|
|
return;
|
|
|
|
info = g_value_get_pointer (value);
|
|
|
|
clutter_actor_set_rotation_internal (CLUTTER_ACTOR (scriptable),
|
|
info->axis, info->angle,
|
|
info->center_x,
|
|
info->center_y,
|
|
info->center_z);
|
|
|
|
g_slice_free (RotationInfo, info);
|
|
}
|
|
else
|
|
g_object_set_property (G_OBJECT (scriptable), name, value);
|
|
}
|
|
|
|
static void
|
|
clutter_scriptable_iface_init (ClutterScriptableIface *iface)
|
|
{
|
|
iface->parse_custom_node = clutter_actor_parse_custom_node;
|
|
iface->set_custom_property = clutter_actor_set_custom_property;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_transform_stage_point
|
|
* @self: A #ClutterActor
|
|
* @x: x screen coordinate of the point to unproject, in #ClutterUnit<!-- -->s
|
|
* @y: y screen coordinate of the point to unproject, in #ClutterUnit<!-- -->s
|
|
* @x_out: return location for the unprojected x coordinance, in
|
|
* #ClutterUnit<!-- -->s
|
|
* @y_out: return location for the unprojected y coordinance, in
|
|
* #ClutterUnit<!-- -->s
|
|
*
|
|
* This function translates screen coordinates (@x, @y) to
|
|
* coordinates relative to the actor. For example, it can be used to translate
|
|
* screen events from global screen coordinates into actor-local coordinates.
|
|
*
|
|
* The conversion can fail, notably if the transform stack results in the
|
|
* actor being projected on the screen as a mere line.
|
|
*
|
|
* The conversion should not be expected to be pixel-perfect due to the
|
|
* nature of the operation. In general the error grows when the skewing
|
|
* of the actor rectangle on screen increases.
|
|
*
|
|
* Note: This function is fairly computationally intensive.
|
|
*
|
|
* Note: This function only works when the allocation is up-to-date, i.e. inside of paint()
|
|
*
|
|
* Return value: %TRUE if conversion was successful.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gboolean
|
|
clutter_actor_transform_stage_point (ClutterActor *self,
|
|
ClutterUnit x,
|
|
ClutterUnit y,
|
|
ClutterUnit *x_out,
|
|
ClutterUnit *y_out)
|
|
{
|
|
ClutterVertex v[4];
|
|
ClutterFixed ST[3][3];
|
|
ClutterFixed RQ[3][3];
|
|
int du, dv, xi, yi;
|
|
ClutterFixed xf, yf, wf, px, py, det;
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
|
|
|
|
priv = self->priv;
|
|
|
|
/*
|
|
* This implementation is based on the quad -> quad projection algorithm
|
|
* described by Paul Heckbert in
|
|
*
|
|
* http://www.cs.cmu.edu/~ph/texfund/texfund.pdf
|
|
*
|
|
* and the sample implementaion at http://www.cs.cmu.edu/~ph/src/texfund/.
|
|
*
|
|
* Our texture is a rectangle with origin [0,0], so we are mapping from quad
|
|
* to rectangle only, which significantly simplifies things; the function
|
|
* calls have been unrolled, and most of the math is done in fixed point.
|
|
*/
|
|
|
|
clutter_actor_get_abs_allocation_vertices (self, v);
|
|
|
|
/*
|
|
* Keeping these as ints simplifies the multiplication (no significant loss
|
|
* of precision here).
|
|
*/
|
|
du = CLUTTER_UNITS_TO_DEVICE (priv->allocation.x2 - priv->allocation.x1);
|
|
dv = CLUTTER_UNITS_TO_DEVICE (priv->allocation.y2 - priv->allocation.y1);
|
|
|
|
if (!du || !dv)
|
|
return FALSE;
|
|
|
|
#define FP2FX COGL_FIXED_FROM_FLOAT
|
|
#define FX2FP COGL_FIXED_TO_DOUBLE
|
|
#define FP2INT CLUTTER_FLOAT_TO_INT
|
|
#define DET2X(a,b,c,d) (COGL_FIXED_MUL (a, d) - COGL_FIXED_MUL (b, c))
|
|
#define DET2FP(a,b,c,d) (a*d - b*c)
|
|
|
|
/*
|
|
* First, find mapping from unit uv square to xy quadrilateral; this
|
|
* equivalent to the pmap_square_quad() functions in the sample
|
|
* implementation, which we can simplify, since our target is always
|
|
* a rectangle.
|
|
*/
|
|
px = v[0].x - v[1].x + v[3].x - v[2].x;
|
|
py = v[0].y - v[1].y + v[3].y - v[2].y;
|
|
|
|
if (!px && !py)
|
|
{ /* affine transform */
|
|
RQ[0][0] = v[1].x - v[0].x;
|
|
RQ[1][0] = v[3].x - v[1].x;
|
|
RQ[2][0] = v[0].x;
|
|
RQ[0][1] = v[1].y - v[0].y;
|
|
RQ[1][1] = v[3].y - v[1].y;
|
|
RQ[2][1] = v[0].y;
|
|
RQ[0][2] = 0;
|
|
RQ[1][2] = 0;
|
|
RQ[2][2] = COGL_FIXED_1;
|
|
}
|
|
else
|
|
{ /*
|
|
* projective transform
|
|
*
|
|
* Must do this in floating point, as the del value can overflow the
|
|
* range of ClutterFixed for large actors.
|
|
*
|
|
* TODO -- see if we could do this with sufficient precision in 26.8
|
|
* fixed.
|
|
*/
|
|
double dx1, dx2, dy1, dy2, del;
|
|
|
|
dx1 = FX2FP (v[1].x - v[3].x);
|
|
dx2 = FX2FP (v[2].x - v[3].x);
|
|
dy1 = FX2FP (v[1].y - v[3].y);
|
|
dy2 = FX2FP (v[2].y - v[3].y);
|
|
|
|
del = DET2FP (dx1,dx2, dy1,dy2);
|
|
|
|
if (!del)
|
|
return FALSE;
|
|
|
|
/*
|
|
* The division here needs to be done in floating point for
|
|
* precisions reasons.
|
|
*/
|
|
RQ[0][2] = FP2FX (DET2FP (FX2FP(px),dx2, FX2FP(py),dy2) / del);
|
|
RQ[1][2] = FP2FX (DET2FP (dx1,FX2FP(px), dy1,FX2FP(py)) / del);
|
|
RQ[1][2] = FP2FX (DET2FP(dx1,FX2FP(px), dy1,FX2FP(py))/del);
|
|
RQ[2][2] = COGL_FIXED_1;
|
|
RQ[0][0] = v[1].x - v[0].x + COGL_FIXED_MUL (RQ[0][2], v[1].x);
|
|
RQ[1][0] = v[2].x - v[0].x + COGL_FIXED_MUL (RQ[1][2], v[2].x);
|
|
RQ[2][0] = v[0].x;
|
|
RQ[0][1] = v[1].y - v[0].y + COGL_FIXED_MUL (RQ[0][2], v[1].y);
|
|
RQ[1][1] = v[2].y - v[0].y + COGL_FIXED_MUL (RQ[1][2], v[2].y);
|
|
RQ[2][1] = v[0].y;
|
|
}
|
|
|
|
/*
|
|
* Now combine with transform from our rectangle (u0,v0,u1,v1) to unit
|
|
* square. Since our rectangle is based at 0,0 we only need to scale.
|
|
*/
|
|
RQ[0][0] /= du;
|
|
RQ[1][0] /= dv;
|
|
RQ[0][1] /= du;
|
|
RQ[1][1] /= dv;
|
|
RQ[0][2] /= du;
|
|
RQ[1][2] /= dv;
|
|
|
|
/*
|
|
* Now RQ is transform from uv rectangle to xy quadrilateral; we need an
|
|
* inverse of that.
|
|
*/
|
|
ST[0][0] = DET2X(RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
|
|
ST[1][0] = DET2X(RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
|
|
ST[2][0] = DET2X(RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
|
|
ST[0][1] = DET2X(RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
|
|
ST[1][1] = DET2X(RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
|
|
ST[2][1] = DET2X(RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
|
|
ST[0][2] = DET2X(RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
|
|
ST[1][2] = DET2X(RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
|
|
ST[2][2] = DET2X(RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
|
|
|
|
/*
|
|
* Check the resutling martix is OK.
|
|
*/
|
|
det = COGL_FIXED_MUL (RQ[0][0], ST[0][0])
|
|
+ COGL_FIXED_MUL (RQ[0][1], ST[0][1])
|
|
+ COGL_FIXED_MUL (RQ[0][2], ST[0][2]);
|
|
|
|
if (!det)
|
|
return FALSE;
|
|
|
|
/*
|
|
* Now transform our point with the ST matrix; the notional w coordiance
|
|
* is 1, hence the last part is simply added.
|
|
*/
|
|
xi = CLUTTER_UNITS_TO_DEVICE (x);
|
|
yi = CLUTTER_UNITS_TO_DEVICE (y);
|
|
|
|
xf = xi*ST[0][0] + yi*ST[1][0] + ST[2][0];
|
|
yf = xi*ST[0][1] + yi*ST[1][1] + ST[2][1];
|
|
wf = xi*ST[0][2] + yi*ST[1][2] + ST[2][2];
|
|
|
|
/*
|
|
* The division needs to be done in floating point for precision reasons.
|
|
*/
|
|
if (x_out)
|
|
*x_out = CLUTTER_UNITS_FROM_FLOAT (FX2FP (xf) / FX2FP (wf));
|
|
if (y_out)
|
|
*y_out = CLUTTER_UNITS_FROM_FLOAT (FX2FP (yf) / FX2FP (wf));
|
|
|
|
#undef FP2FX
|
|
#undef FX2FP
|
|
#undef FP2INT
|
|
#undef DET2X
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
* ClutterGeometry
|
|
*/
|
|
|
|
static ClutterGeometry*
|
|
clutter_geometry_copy (const ClutterGeometry *geometry)
|
|
{
|
|
return g_slice_dup (ClutterGeometry, geometry);
|
|
}
|
|
|
|
static void
|
|
clutter_geometry_free (ClutterGeometry *geometry)
|
|
{
|
|
if (G_LIKELY (geometry))
|
|
g_slice_free (ClutterGeometry, geometry);
|
|
}
|
|
|
|
GType
|
|
clutter_geometry_get_type (void)
|
|
{
|
|
static GType our_type = 0;
|
|
|
|
if (G_UNLIKELY (our_type == 0))
|
|
our_type =
|
|
g_boxed_type_register_static (I_("ClutterGeometry"),
|
|
(GBoxedCopyFunc) clutter_geometry_copy,
|
|
(GBoxedFreeFunc) clutter_geometry_free);
|
|
|
|
return our_type;
|
|
}
|
|
|
|
/*
|
|
* ClutterVertices
|
|
*/
|
|
|
|
static ClutterVertex *
|
|
clutter_vertex_copy (const ClutterVertex *vertex)
|
|
{
|
|
return g_slice_dup (ClutterVertex, vertex);
|
|
}
|
|
|
|
static void
|
|
clutter_vertex_free (ClutterVertex *vertex)
|
|
{
|
|
if (G_UNLIKELY (vertex))
|
|
g_slice_free (ClutterVertex, vertex);
|
|
}
|
|
|
|
GType
|
|
clutter_vertex_get_type (void)
|
|
{
|
|
static GType our_type = 0;
|
|
|
|
if (G_UNLIKELY (our_type == 0))
|
|
our_type =
|
|
g_boxed_type_register_static (I_("ClutterVertex"),
|
|
(GBoxedCopyFunc) clutter_vertex_copy,
|
|
(GBoxedFreeFunc) clutter_vertex_free);
|
|
|
|
return our_type;
|
|
}
|
|
|
|
/*
|
|
* ClutterActorBox
|
|
*/
|
|
static ClutterActorBox *
|
|
clutter_actor_box_copy (const ClutterActorBox *box)
|
|
{
|
|
return g_slice_dup (ClutterActorBox, box);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_box_free (ClutterActorBox *box)
|
|
{
|
|
if (G_LIKELY (box))
|
|
g_slice_free (ClutterActorBox, box);
|
|
}
|
|
|
|
GType
|
|
clutter_actor_box_get_type (void)
|
|
{
|
|
static GType our_type = 0;
|
|
|
|
if (G_UNLIKELY (our_type == 0))
|
|
our_type =
|
|
g_boxed_type_register_static (I_("ClutterActorBox"),
|
|
(GBoxedCopyFunc) clutter_actor_box_copy,
|
|
(GBoxedFreeFunc) clutter_actor_box_free);
|
|
return our_type;
|
|
}
|
|
|
|
/******************************************************************************/
|
|
|
|
struct _ShaderData
|
|
{
|
|
ClutterShader *shader;
|
|
GHashTable *value_hash; /*< list of GValue's that should be set
|
|
* on the shader before each paint cycle
|
|
*/
|
|
};
|
|
|
|
static void
|
|
shader_value_free (gpointer data)
|
|
{
|
|
GValue *var = data;
|
|
g_value_unset (var);
|
|
g_slice_free (GValue, var);
|
|
}
|
|
|
|
static void
|
|
destroy_shader_data (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *actor_priv = self->priv;
|
|
ShaderData *shader_data = actor_priv->shader_data;
|
|
|
|
if (!shader_data)
|
|
return;
|
|
|
|
if (shader_data->shader)
|
|
{
|
|
g_object_unref (shader_data->shader);
|
|
shader_data->shader = NULL;
|
|
}
|
|
|
|
if (shader_data->value_hash)
|
|
{
|
|
g_hash_table_destroy (shader_data->value_hash);
|
|
shader_data->value_hash = NULL;
|
|
}
|
|
|
|
g_free (shader_data);
|
|
actor_priv->shader_data = NULL;
|
|
}
|
|
|
|
|
|
/**
|
|
* clutter_actor_get_shader:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Queries the currently set #ClutterShader on @self.
|
|
*
|
|
* Return value: The currently set #ClutterShader or %NULL if no
|
|
* shader is set.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
ClutterShader *
|
|
clutter_actor_get_shader (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *actor_priv;
|
|
ShaderData *shader_data;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
|
|
|
|
actor_priv = self->priv;
|
|
shader_data = actor_priv->shader_data;
|
|
|
|
if (!shader_data)
|
|
return NULL;
|
|
|
|
return shader_data->shader;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_shader:
|
|
* @self: a #ClutterActor
|
|
* @shader: a #ClutterShader or %NULL to unset the shader.
|
|
*
|
|
* Sets the #ClutterShader to be used when rendering @self.
|
|
* If @shader is %NULL it will unset any currently set shader
|
|
* for the actor.
|
|
*
|
|
* Return value: %TRUE if the shader was successfully applied
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gboolean
|
|
clutter_actor_set_shader (ClutterActor *self,
|
|
ClutterShader *shader)
|
|
{
|
|
ClutterActorPrivate *actor_priv;
|
|
ShaderData *shader_data;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
|
|
g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE);
|
|
|
|
/* if shader passed in is NULL we destroy the shader */
|
|
if (shader == NULL)
|
|
{
|
|
destroy_shader_data (self);
|
|
}
|
|
|
|
actor_priv = self->priv;
|
|
shader_data = actor_priv->shader_data;
|
|
|
|
if (!shader_data)
|
|
{
|
|
actor_priv->shader_data = shader_data = g_new0 (ShaderData, 1);
|
|
shader_data->value_hash =
|
|
g_hash_table_new_full (g_str_hash, g_str_equal,
|
|
g_free,
|
|
shader_value_free);
|
|
}
|
|
if (shader_data->shader)
|
|
{
|
|
g_object_unref (shader_data->shader);
|
|
shader_data->shader = NULL;
|
|
}
|
|
|
|
if (shader)
|
|
{
|
|
shader_data->shader = g_object_ref (shader);
|
|
}
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
static void
|
|
set_each_param (gpointer key,
|
|
gpointer value,
|
|
gpointer user_data)
|
|
{
|
|
ClutterShader *shader = user_data;
|
|
GValue *var = value;
|
|
|
|
clutter_shader_set_uniform (shader, (const gchar *)key, var);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_shader_pre_paint (ClutterActor *actor,
|
|
gboolean repeat)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ShaderData *shader_data;
|
|
ClutterShader *shader;
|
|
ClutterMainContext *context;
|
|
|
|
priv = actor->priv;
|
|
shader_data = priv->shader_data;
|
|
|
|
if (!shader_data)
|
|
return;
|
|
|
|
context = clutter_context_get_default ();
|
|
shader = shader_data->shader;
|
|
|
|
if (shader)
|
|
{
|
|
clutter_shader_set_is_enabled (shader, TRUE);
|
|
|
|
g_hash_table_foreach (shader_data->value_hash, set_each_param, shader);
|
|
|
|
if (!repeat)
|
|
context->shaders = g_slist_prepend (context->shaders, actor);
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_actor_shader_post_paint (ClutterActor *actor)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ShaderData *shader_data;
|
|
ClutterShader *shader;
|
|
ClutterMainContext *context;
|
|
|
|
priv = actor->priv;
|
|
shader_data = priv->shader_data;
|
|
|
|
if (!shader_data)
|
|
return;
|
|
|
|
context = clutter_context_get_default ();
|
|
shader = shader_data->shader;
|
|
|
|
if (shader)
|
|
{
|
|
clutter_shader_set_is_enabled (shader, FALSE);
|
|
|
|
context->shaders = g_slist_remove (context->shaders, actor);
|
|
if (context->shaders)
|
|
{
|
|
/* call pre-paint again, this time with the second argument being
|
|
* TRUE, indicating that we are reapplying the shader and thus
|
|
* should not be prepended to the stack
|
|
*/
|
|
clutter_actor_shader_pre_paint (context->shaders->data, TRUE);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_shader_param:
|
|
* @self: a #ClutterActor
|
|
* @param: the name of the parameter
|
|
* @value: the value of the parameter
|
|
*
|
|
* Sets the value for a named parameter of the shader applied
|
|
* to @actor.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_actor_set_shader_param (ClutterActor *self,
|
|
const gchar *param,
|
|
const GValue *value)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ShaderData *shader_data;
|
|
GValue *var;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
g_return_if_fail (param != NULL);
|
|
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value) ||
|
|
CLUTTER_VALUE_HOLDS_SHADER_INT (value) ||
|
|
CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value) ||
|
|
G_VALUE_HOLDS_FLOAT (value) ||
|
|
G_VALUE_HOLDS_INT (value));
|
|
|
|
priv = self->priv;
|
|
shader_data = priv->shader_data;
|
|
|
|
if (!shader_data)
|
|
return;
|
|
|
|
var = g_slice_new0 (GValue);
|
|
g_value_init (var, G_VALUE_TYPE (value));
|
|
g_value_copy (value, var);
|
|
g_hash_table_insert (shader_data->value_hash, g_strdup (param), var);
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_queue_redraw (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_shader_param_float:
|
|
* @self: a #ClutterActor
|
|
* @param: the name of the parameter
|
|
* @value: the value of the parameter
|
|
*
|
|
* Sets the value for a named float parameter of the shader applied
|
|
* to @actor.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_set_shader_param_float (ClutterActor *self,
|
|
const gchar *param,
|
|
gfloat value)
|
|
{
|
|
GValue var = { 0, };
|
|
|
|
g_value_init (&var, G_TYPE_FLOAT);
|
|
g_value_set_float (&var, value);
|
|
|
|
clutter_actor_set_shader_param (self, param, &var);
|
|
|
|
g_value_unset (&var);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_shader_param_int:
|
|
* @self: a #ClutterActor
|
|
* @param: the name of the parameter
|
|
* @value: the value of the parameter
|
|
*
|
|
* Sets the value for a named int parameter of the shader applied to
|
|
* @actor.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_set_shader_param_int (ClutterActor *self,
|
|
const gchar *param,
|
|
gint value)
|
|
{
|
|
GValue var = { 0, };
|
|
|
|
g_value_init (&var, G_TYPE_INT);
|
|
g_value_set_int (&var, value);
|
|
|
|
clutter_actor_set_shader_param (self, param, &var);
|
|
|
|
g_value_unset (&var);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_is_rotated:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Checks whether any rotation is applied to the actor.
|
|
*
|
|
* Return value: %TRUE if the actor is rotated.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gboolean
|
|
clutter_actor_is_rotated (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->rxang || priv->ryang || priv->rzang)
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_is_scaled:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Checks whether the actor is scaled in either dimension.
|
|
*
|
|
* Return value: %TRUE if the actor is scaled.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gboolean
|
|
clutter_actor_is_scaled (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->scale_x != COGL_FIXED_1 || priv->scale_y != COGL_FIXED_1)
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_box_get_from_vertices:
|
|
* @vtx: array of four #ClutterVertex
|
|
* @box: return location for a #ClutterActorBox
|
|
*
|
|
* Calculates the bounding box represented by the four vertices; for details
|
|
* of the vertex array see clutter_actor_get_abs_allocation_vertices().
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_get_box_from_vertices (ClutterVertex vtx[4],
|
|
ClutterActorBox *box)
|
|
{
|
|
ClutterUnit x_1, x_2, y_1, y_2;
|
|
|
|
/* 4-way min/max */
|
|
x_1 = vtx[0].x;
|
|
y_1 = vtx[0].y;
|
|
if (vtx[1].x < x_1)
|
|
x_1 = vtx[1].x;
|
|
if (vtx[2].x < x_1)
|
|
x_1 = vtx[2].x;
|
|
if (vtx[3].x < x_1)
|
|
x_1 = vtx[3].x;
|
|
if (vtx[1].y < y_1)
|
|
y_1 = vtx[1].y;
|
|
if (vtx[2].y < y_1)
|
|
y_1 = vtx[2].y;
|
|
if (vtx[3].y < y_1)
|
|
y_1 = vtx[3].y;
|
|
|
|
x_2 = vtx[0].x;
|
|
y_2 = vtx[0].y;
|
|
if (vtx[1].x > x_2)
|
|
x_2 = vtx[1].x;
|
|
if (vtx[2].x > x_2)
|
|
x_2 = vtx[2].x;
|
|
if (vtx[3].x > x_2)
|
|
x_2 = vtx[3].x;
|
|
if (vtx[1].y > y_2)
|
|
y_2 = vtx[1].y;
|
|
if (vtx[2].y > y_2)
|
|
y_2 = vtx[2].y;
|
|
if (vtx[3].y > y_2)
|
|
y_2 = vtx[3].y;
|
|
|
|
box->x1 = x_1;
|
|
box->x2 = x_2;
|
|
box->y1 = y_1;
|
|
box->y2 = y_2;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_stage:
|
|
* @actor: a #ClutterActor
|
|
*
|
|
* Retrieves the #ClutterStage where @actor is contained.
|
|
*
|
|
* Return value: the stage containing the actor, or %NULL
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
ClutterActor *
|
|
clutter_actor_get_stage (ClutterActor *actor)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
|
|
while (actor && !(CLUTTER_PRIVATE_FLAGS (actor) & CLUTTER_ACTOR_IS_TOPLEVEL))
|
|
actor = clutter_actor_get_parent (actor);
|
|
|
|
return actor;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_allocate_preferred_size:
|
|
* @self: a #ClutterActor
|
|
* @absolute_origin_changed: whether the position of the parent has
|
|
* changed in stage coordinates
|
|
*
|
|
* Allocates the natural size of @self.
|
|
*
|
|
* This function is a utility call for #ClutterActor implementations
|
|
* that allocates the actor's preferred natural size. It can be used
|
|
* by fixed layout managers (like #ClutterGroup or so called
|
|
* 'composite actors') inside the ClutterActor::allocate
|
|
* implementation to give each child exactly how much space it
|
|
* requires.
|
|
*
|
|
* This function is not meant to be used by applications. It is also
|
|
* not meant to be used outside the implementation of the
|
|
* ClutterActor::allocate virtual function.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_allocate_preferred_size (ClutterActor *self,
|
|
gboolean absolute_origin_changed)
|
|
{
|
|
ClutterUnit actor_x, actor_y;
|
|
ClutterUnit natural_width, natural_height;
|
|
ClutterActorBox actor_box;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
actor_x = clutter_actor_get_xu (self);
|
|
actor_y = clutter_actor_get_yu (self);
|
|
|
|
clutter_actor_get_preferred_size (self,
|
|
NULL, NULL,
|
|
&natural_width,
|
|
&natural_height);
|
|
|
|
actor_box.x1 = actor_x;
|
|
actor_box.y1 = actor_y;
|
|
actor_box.x2 = actor_box.x1 + natural_width;
|
|
actor_box.y2 = actor_box.y1 + natural_height;
|
|
|
|
clutter_actor_allocate (self, &actor_box, absolute_origin_changed);
|
|
}
|