528 lines
15 KiB
C
528 lines
15 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, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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/**
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* SECTION:clutter-group
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* @short_description: A fixed layout container
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*
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* A #ClutterGroup is an Actor which contains multiple child actors positioned
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* relative to the #ClutterGroup position. Other operations such as scaling,
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* rotating and clipping of the group will apply to the child actors.
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*
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* A #ClutterGroup's size is defined by the size and position of its children;
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* it will be the smallest non-negative size that covers the right and bottom
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* edges of all of its children.
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*
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* Setting the size on a Group using #ClutterActor methods like
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* clutter_actor_set_size() will override the natural size of the Group,
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* however this will not affect the size of the children and they may still
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* be painted outside of the allocation of the group. One way to constrain
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* the visible area of a #ClutterGroup to a specified allocation is to
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* explicitly set the size of the #ClutterGroup and then use the
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* #ClutterActor:clip-to-allocation property.
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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 <stdarg.h>
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#include "clutter-group.h"
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#include "clutter-container.h"
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#include "clutter-fixed-layout.h"
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#include "clutter-main.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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#include "cogl/cogl.h"
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#define CLUTTER_GROUP_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_GROUP, ClutterGroupPrivate))
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struct _ClutterGroupPrivate
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{
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GList *children;
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ClutterLayoutManager *layout;
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};
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enum
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{
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ADD,
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REMOVE,
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LAST_SIGNAL
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};
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static void clutter_container_iface_init (ClutterContainerIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterGroup, clutter_group, CLUTTER_TYPE_ACTOR,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
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clutter_container_iface_init));
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static gint
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sort_by_depth (gconstpointer a,
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gconstpointer b)
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{
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gfloat depth_a = clutter_actor_get_depth (CLUTTER_ACTOR(a));
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gfloat depth_b = clutter_actor_get_depth (CLUTTER_ACTOR(b));
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if (depth_a < depth_b)
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return -1;
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if (depth_a > depth_b)
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return 1;
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return 0;
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}
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static void
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clutter_group_real_add (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
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g_object_ref (actor);
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priv->children = g_list_append (priv->children, actor);
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clutter_actor_set_parent (actor, CLUTTER_ACTOR (container));
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/* queue a relayout, to get the correct positioning inside
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* the ::actor-added signal handlers
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*/
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clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
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g_signal_emit_by_name (container, "actor-added", actor);
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clutter_container_sort_depth_order (container);
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g_object_unref (actor);
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}
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static void
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clutter_group_real_remove (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
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g_object_ref (actor);
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priv->children = g_list_remove (priv->children, actor);
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clutter_actor_unparent (actor);
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/* queue a relayout, to get the correct positioning inside
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* the ::actor-removed signal handlers
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*/
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clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
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/* at this point, the actor passed to the "actor-removed" signal
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* handlers is not parented anymore to the container but since we
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* are holding a reference on it, it's still valid
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*/
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g_signal_emit_by_name (container, "actor-removed", actor);
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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g_object_unref (actor);
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}
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static void
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clutter_group_real_foreach (ClutterContainer *container,
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ClutterCallback callback,
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gpointer user_data)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
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/* Using g_list_foreach instead of iterating the list manually
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because it has better protection against the current node being
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removed. This will happen for example if someone calls
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clutter_container_foreach(container, clutter_actor_destroy) */
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g_list_foreach (priv->children, (GFunc) callback, user_data);
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}
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static void
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clutter_group_real_raise (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
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priv->children = g_list_remove (priv->children, actor);
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/* Raise at the top */
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if (!sibling)
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{
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GList *last_item;
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last_item = g_list_last (priv->children);
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if (last_item)
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sibling = last_item->data;
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priv->children = g_list_append (priv->children, actor);
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}
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else
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{
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gint index_ = g_list_index (priv->children, sibling) + 1;
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priv->children = g_list_insert (priv->children, actor, index_);
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}
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/* set Z ordering a value below, this will then call sort
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* as values are equal ordering shouldn't change but Z
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* values will be correct.
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*
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* FIXME: optimise
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*/
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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}
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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}
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static void
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clutter_group_real_lower (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterGroup *self = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = self->priv;
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priv->children = g_list_remove (priv->children, actor);
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/* Push to bottom */
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if (!sibling)
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{
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GList *last_item;
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last_item = g_list_first (priv->children);
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if (last_item)
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sibling = last_item->data;
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priv->children = g_list_prepend (priv->children, actor);
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}
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else
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{
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gint index_ = g_list_index (priv->children, sibling);
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priv->children = g_list_insert (priv->children, actor, index_);
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}
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/* See comment in group_raise for this */
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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}
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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}
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static void
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clutter_group_real_sort_depth_order (ClutterContainer *container)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv;
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priv->children = g_list_sort (priv->children, sort_by_depth);
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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}
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static void
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clutter_container_iface_init (ClutterContainerIface *iface)
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{
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iface->add = clutter_group_real_add;
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iface->remove = clutter_group_real_remove;
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iface->foreach = clutter_group_real_foreach;
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iface->raise = clutter_group_real_raise;
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iface->lower = clutter_group_real_lower;
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iface->sort_depth_order = clutter_group_real_sort_depth_order;
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}
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static void
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clutter_group_real_paint (ClutterActor *actor)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
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CLUTTER_NOTE (PAINT, "ClutterGroup paint enter '%s'",
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clutter_actor_get_name (actor) ? clutter_actor_get_name (actor)
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: "unknown");
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g_list_foreach (priv->children, (GFunc) clutter_actor_paint, NULL);
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CLUTTER_NOTE (PAINT, "ClutterGroup paint leave '%s'",
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clutter_actor_get_name (actor) ? clutter_actor_get_name (actor)
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: "unknown");
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}
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static void
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clutter_group_real_pick (ClutterActor *actor,
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const ClutterColor *pick)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
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/* Chain up so we get a bounding box pained (if we are reactive) */
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CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->pick (actor, pick);
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g_list_foreach (priv->children, (GFunc) clutter_actor_paint, NULL);
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}
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static void
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clutter_group_real_get_preferred_width (ClutterActor *actor,
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gfloat for_height,
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gfloat *min_width,
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gfloat *natural_width)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
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clutter_layout_manager_get_preferred_width (priv->layout,
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CLUTTER_CONTAINER (actor),
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for_height,
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min_width, natural_width);
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}
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static void
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clutter_group_real_get_preferred_height (ClutterActor *actor,
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gfloat for_width,
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gfloat *min_height,
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gfloat *natural_height)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
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clutter_layout_manager_get_preferred_height (priv->layout,
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CLUTTER_CONTAINER (actor),
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for_width,
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min_height, natural_height);
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}
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static void
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clutter_group_real_allocate (ClutterActor *actor,
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const ClutterActorBox *allocation,
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ClutterAllocationFlags flags)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
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ClutterActorClass *klass;
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klass = CLUTTER_ACTOR_CLASS (clutter_group_parent_class);
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klass->allocate (actor, allocation, flags);
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if (priv->children == NULL)
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return;
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clutter_layout_manager_allocate (priv->layout,
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CLUTTER_CONTAINER (actor),
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allocation, flags);
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}
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static void
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clutter_group_dispose (GObject *object)
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{
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ClutterGroup *self = CLUTTER_GROUP (object);
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ClutterGroupPrivate *priv = self->priv;
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/* Note: we are careful to consider that destroying children could
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* have the side-effect of destroying other children so
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* priv->children may be modified during clutter_actor_destroy. */
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while (priv->children != NULL)
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{
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ClutterActor *child = priv->children->data;
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priv->children = g_list_delete_link (priv->children, priv->children);
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clutter_actor_destroy (child);
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}
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if (priv->layout)
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{
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clutter_layout_manager_set_container (priv->layout, NULL);
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g_object_unref (priv->layout);
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priv->layout = NULL;
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}
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G_OBJECT_CLASS (clutter_group_parent_class)->dispose (object);
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}
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static void
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clutter_group_real_show_all (ClutterActor *actor)
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{
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clutter_container_foreach (CLUTTER_CONTAINER (actor),
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CLUTTER_CALLBACK (clutter_actor_show),
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NULL);
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clutter_actor_show (actor);
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}
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static void
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clutter_group_real_hide_all (ClutterActor *actor)
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{
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clutter_actor_hide (actor);
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clutter_container_foreach (CLUTTER_CONTAINER (actor),
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CLUTTER_CALLBACK (clutter_actor_hide),
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NULL);
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}
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static gboolean
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clutter_group_real_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
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GList *l;
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if (priv->children == NULL)
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return TRUE;
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for (l = priv->children; l != NULL; l = l->next)
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{
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ClutterActor *child = l->data;
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const ClutterPaintVolume *child_volume;
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/* This gets the paint volume of the child transformed into the
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* group's coordinate space... */
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child_volume = clutter_actor_get_transformed_paint_volume (child, actor);
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if (!child_volume)
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return FALSE;
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clutter_paint_volume_union (volume, child_volume);
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}
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return TRUE;
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}
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static void
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clutter_group_class_init (ClutterGroupClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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g_type_class_add_private (klass, sizeof (ClutterGroupPrivate));
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actor_class->get_preferred_width = clutter_group_real_get_preferred_width;
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actor_class->get_preferred_height = clutter_group_real_get_preferred_height;
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actor_class->allocate = clutter_group_real_allocate;
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actor_class->paint = clutter_group_real_paint;
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actor_class->pick = clutter_group_real_pick;
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actor_class->show_all = clutter_group_real_show_all;
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actor_class->hide_all = clutter_group_real_hide_all;
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actor_class->get_paint_volume = clutter_group_real_get_paint_volume;
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gobject_class->dispose = clutter_group_dispose;
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}
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static void
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clutter_group_init (ClutterGroup *self)
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{
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self->priv = CLUTTER_GROUP_GET_PRIVATE (self);
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self->priv->layout = clutter_fixed_layout_new ();
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g_object_ref_sink (self->priv->layout);
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clutter_layout_manager_set_container (self->priv->layout,
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CLUTTER_CONTAINER (self));
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}
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/**
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* clutter_group_new:
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*
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* Create a new #ClutterGroup.
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*
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* Return value: the newly created #ClutterGroup actor
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*/
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ClutterActor *
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clutter_group_new (void)
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{
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return g_object_new (CLUTTER_TYPE_GROUP, NULL);
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}
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/**
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* clutter_group_remove_all:
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* @self: A #ClutterGroup
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*
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* Removes all children actors from the #ClutterGroup.
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*/
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void
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clutter_group_remove_all (ClutterGroup *self)
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{
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ClutterContainer *container;
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GList *children;
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g_return_if_fail (CLUTTER_IS_GROUP (self));
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container = CLUTTER_CONTAINER (self);
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children = self->priv->children;
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while (children != NULL)
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{
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ClutterActor *child = children->data;
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children = children->next;
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clutter_container_remove_actor (container, child);
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}
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}
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/**
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* clutter_group_get_n_children:
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* @self: A #ClutterGroup
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*
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* Gets the number of actors held in the group.
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*
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* Return value: The number of child actors held in the group.
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*
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* Since: 0.2
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*/
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gint
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clutter_group_get_n_children (ClutterGroup *self)
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{
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g_return_val_if_fail (CLUTTER_IS_GROUP (self), 0);
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return g_list_length (self->priv->children);
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}
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/**
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* clutter_group_get_nth_child:
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* @self: A #ClutterGroup
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* @index_: the position of the requested actor.
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*
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* Gets a groups child held at @index_ in stack.
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*
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* Return value: (transfer none): A Clutter actor, or %NULL if
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* @index_ is invalid.
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*
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* Since: 0.2
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*/
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ClutterActor *
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clutter_group_get_nth_child (ClutterGroup *self,
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gint index_)
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{
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g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
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return g_list_nth_data (self->priv->children, index_);
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}
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