mutter/clutter/clutter-actor.c
Matthew Allum 5ca4d3718d 2006-11-15 Matthew Allum <mallum@openedhand.com>
* clutter/clutter-actor.h:
        * clutter/clutter-actor.c:
        Add new API clutter_actor_move_by(), clutter_actor_get_size()

        * clutter/clutter-alpha.c:
        * clutter/clutter-alpha.h:
        Add clutter alpha sine func

        * clutter/clutter-behaviours.h:
        * clutter/clutter-behaviours.c:
        Add a basic scale behaviour (needs work)

        * examples/behave.c: (main):
        More playing with new behaviour functionality

        * clutter/clutter-feature.c:
        * clutter/clutter-feature.h:
        * clutter/clutter-main.c:
        Add new experimental sync to vblank code
        Set env CLUTTER_VBLANK=none to disable.
2006-11-15 21:19:01 +00:00

1705 lines
38 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-actor
* @short_description: Base abstract class for all visual stage actors.
*
* #ClutterActor is a base abstract class for all visual elements.
*/
#include "config.h"
#include "clutter-actor.h"
#include "clutter-main.h"
#include "clutter-enum-types.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
G_DEFINE_ABSTRACT_TYPE (ClutterActor,
clutter_actor,
G_TYPE_INITIALLY_UNOWNED);
static guint32 __id = 0;
#define CLUTTER_ACTOR_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
struct _ClutterActorPrivate
{
ClutterActorBox coords;
ClutterGeometry clip;
guint has_clip : 1;
gfloat rxang, ryang, rzang; /* Rotation foo. */
gint rzx, rzy, rxy, rxz, ryx, ryz;
gint z; /* to actor box ? */
guint8 opacity;
ClutterActor *parent_actor; /* This should always be a group */
gchar *name;
ClutterFixed scale_x, scale_y;
guint32 id; /* Unique ID */
};
enum
{
PROP_0,
PROP_X,
PROP_Y,
PROP_WIDTH,
PROP_HEIGHT,
PROP_CLIP,
PROP_HAS_CLIP,
PROP_OPACITY,
PROP_NAME,
PROP_VISIBLE
};
enum
{
SHOW,
HIDE,
DESTROY,
LAST_SIGNAL
};
static guint actor_signals[LAST_SIGNAL] = { 0, };
static gboolean
redraw_update_idle (gpointer data)
{
ClutterMainContext *ctx = CLUTTER_CONTEXT();
if (ctx->update_idle)
{
g_source_remove (ctx->update_idle);
ctx->update_idle = 0;
}
clutter_redraw ();
return FALSE;
}
/**
* clutter_actor_show
* @self: A #ClutterActor
*
* Flags a clutter actor to be displayed. An actor not shown will not
* appear on the display.
**/
void
clutter_actor_show (ClutterActor *self)
{
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
{
ClutterActorClass *klass;
g_object_ref (self);
if (!CLUTTER_ACTOR_IS_REALIZED (self))
clutter_actor_realize(self);
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->show)
(klass->show) (self);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
g_signal_emit (self, actor_signals[SHOW], 0);
g_object_notify (G_OBJECT (self), "visible");
g_object_unref (self);
}
}
/**
* clutter_actor_hide
* @self: A #ClutterActor
*
* Flags a clutter actor to be hidden. An actor not shown will not
* appear on the display.
**/
void
clutter_actor_hide (ClutterActor *self)
{
if (CLUTTER_ACTOR_IS_VISIBLE (self))
{
ClutterActorClass *klass;
g_object_ref (self);
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->hide)
(klass->hide) (self);
clutter_actor_queue_redraw (self);
g_signal_emit (self, actor_signals[HIDE], 0);
g_object_notify (G_OBJECT (self), "visible");
g_object_unref (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)
{
ClutterActorClass *klass;
if (CLUTTER_ACTOR_IS_REALIZED (self))
return;
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->realize)
(klass->realize) (self);
}
/**
* 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)
{
ClutterActorClass *klass;
if (!CLUTTER_ACTOR_IS_REALIZED (self))
return;
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->unrealize)
(klass->unrealize) (self);
}
/**
* clutter_actor_paint:
* @self: A #ClutterActor
*
* Renders the actor to display.
*
* This function should not be called directly by applications instead
* #clutter_actor_queue_redraw should be used to queue paints.
**/
void
clutter_actor_paint (ClutterActor *self)
{
ClutterActorClass *klass;
if (!CLUTTER_ACTOR_IS_REALIZED (self))
{
CLUTTER_DBG("@@@ Attempting realize via paint() @@@");
clutter_actor_realize(self);
if (!CLUTTER_ACTOR_IS_REALIZED (self))
{
CLUTTER_DBG("*** Attempt failed, aborting paint ***");
return;
}
}
klass = CLUTTER_ACTOR_GET_CLASS (self);
glPushMatrix();
glLoadName (clutter_actor_get_id (self));
if (clutter_actor_get_parent (self) != NULL)
{
glTranslatef((float)(self->priv->coords.x1),
(float)(self->priv->coords.y1),
0.0);
}
if (self->priv->rzang)
{
glTranslatef ( self->priv->rzx,
self->priv->rzy,
0.0);
glRotatef (self->priv->rzang, 0.0f, 0.0f, 1.0f);
glTranslatef ( - self->priv->rzx,
- self->priv->rzy,
0.0 );
}
if (self->priv->ryang)
{
glTranslatef ( self->priv->ryx,
0.0,
(float)(self->priv->z) + self->priv->ryz);
glRotatef (self->priv->ryang, 0.0f, 1.0f, 0.0f);
glTranslatef ( (float) - self->priv->ryx,
0.0,
(float)(-1.0 * self->priv->z) - self->priv->ryz);
}
if (self->priv->rxang)
{
glTranslatef ( 0.0,
(float)self->priv->rxy,
(float)(self->priv->z) + self->priv->rxz);
glRotatef (self->priv->rxang, 1.0f, 0.0f, 0.0f);
glTranslatef ( 0.0,
(float) - self->priv->rxy,
(float)(-1.0 * self->priv->z) - self->priv->rxz);
}
if (self->priv->z)
glTranslatef ( 0.0, 0.0, (float)self->priv->z);
if (self->priv->scale_x != CFX_ONE || self->priv->scale_y != CFX_ONE)
{
glScaled (CLUTTER_FIXED_TO_DOUBLE (self->priv->scale_x),
CLUTTER_FIXED_TO_DOUBLE (self->priv->scale_y),
1.0);
}
if (self->priv->has_clip)
{
ClutterGeometry *clip = &(self->priv->clip);
glClearStencil (0.0f);
glEnable (GL_STENCIL_TEST);
glStencilFunc (GL_NEVER, 0x1, 0x1);
glStencilOp (GL_INCR, GL_INCR, GL_INCR);
glColor3f(1.0f, 1.0f, 1.0f);
/* render clip geomerty */
glRecti (self->priv->coords.x1 + clip->x,
self->priv->coords.y1 + clip->y,
self->priv->coords.x1 + clip->x + clip->width,
self->priv->coords.y1 + clip->y + clip->height);
glStencilFunc (GL_EQUAL, 0x1, 0x1);
glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
}
if (klass->paint)
(klass->paint) (self);
if (self->priv->has_clip)
{
glDisable (GL_STENCIL_TEST);
}
glPopMatrix();
}
/**
* clutter_actor_request_coords:
* @self: A #ClutterActor
* @box: A #ClutterActorBox with requested new co-ordinates.
*
* Requests new co-ordinates for the #ClutterActor ralative to any parent.
*
* This function should not be called directly by applications instead
* the various position/geometry methods should be used.
**/
void
clutter_actor_request_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterActorClass *klass;
gboolean x_change, y_change, width_change, height_change;
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->request_coords)
klass->request_coords (self, box);
x_change = (self->priv->coords.x1 != box->x1);
y_change = (self->priv->coords.y1 != box->y1);
width_change = (self->priv->coords.x2 - self->priv->coords.x1
!= box->x2 - box->x1);
height_change = (self->priv->coords.y2 - self->priv->coords.y1
!= box->y2 - box->y1);
if (x_change || y_change || width_change || height_change)
{
self->priv->coords.x1 = box->x1;
self->priv->coords.y1 = box->y1;
self->priv->coords.x2 = box->x2;
self->priv->coords.y2 = box->y2;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
if (x_change)
g_object_notify (G_OBJECT (self), "x");
if (y_change)
g_object_notify (G_OBJECT (self), "y");
if (width_change)
g_object_notify (G_OBJECT (self), "width");
if (height_change)
g_object_notify (G_OBJECT (self), "height");
}
}
/**
* clutter_actor_allocate_coords:
* @self: A #ClutterActor
* @box: A location to store the actors #ClutterActorBox co-ordinates
*
* Requests the allocated co-ordinates for the #ClutterActor relative
* to any parent.
*
* This function should not be called directly by applications instead
* the various position/geometry methods should be used.
**/
void
clutter_actor_allocate_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterActorClass *klass;
klass = CLUTTER_ACTOR_GET_CLASS (self);
box->x1 = self->priv->coords.x1;
box->y1 = self->priv->coords.y1;
box->x2 = self->priv->coords.x2;
box->y2 = self->priv->coords.y2;
if (klass->request_coords)
{
/* FIXME: This is kind of a cludge - we pass out *private*
* co-ords down to any subclasses so they can modify
* we then resync any changes. Needed for group class.
* Need to figure out nicer way.
*/
klass->allocate_coords(self, box);
self->priv->coords.x1 = box->x1;
self->priv->coords.y1 = box->y1;
self->priv->coords.x2 = box->x2;
self->priv->coords.y2 = box->y2;
}
}
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_position (actor,
g_value_get_int (value),
clutter_actor_get_y (actor));
break;
case PROP_Y:
clutter_actor_set_position (actor,
clutter_actor_get_x (actor),
g_value_get_int (value));
break;
case PROP_WIDTH:
clutter_actor_set_size (actor,
g_value_get_int (value),
clutter_actor_get_height (actor));
break;
case PROP_HEIGHT:
clutter_actor_set_size (actor,
clutter_actor_get_width (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_CLIP:
{
ClutterGeometry *geom = g_value_get_boxed (value);
clutter_actor_set_clip (actor,
geom->x, geom->y,
geom->width, geom->height);
}
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_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:
g_value_set_boxed (value, &(priv->clip));
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);
CLUTTER_DBG ("Disposing of object (id=%d) of type `%s'",
self->priv->id,
g_type_name (G_OBJECT_TYPE (self)));
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
{
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
g_signal_emit (self, actor_signals[DESTROY], 0);
CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
}
G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
}
static void
clutter_actor_finalize (GObject *object)
{
ClutterActor *actor = CLUTTER_ACTOR (object);
g_free (actor->priv->name);
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));
g_object_class_install_property (object_class, PROP_X,
g_param_spec_int ("x",
"X co-ord",
"X co-ord of actor",
0,
G_MAXINT,
0,
G_PARAM_READWRITE));
g_object_class_install_property (object_class, PROP_Y,
g_param_spec_int ("y",
"Y co-ord",
"Y co-ord of actor",
0,
G_MAXINT,
0,
G_PARAM_READWRITE));
g_object_class_install_property (object_class, PROP_WIDTH,
g_param_spec_int ("width",
"Width",
"Width of actor in pixels",
0,
G_MAXINT,
0,
G_PARAM_READWRITE));
g_object_class_install_property (object_class, PROP_HEIGHT,
g_param_spec_int ("height",
"Height",
"Height of actor in pixels",
0,
G_MAXINT,
0,
G_PARAM_READWRITE));
g_object_class_install_property (object_class, PROP_OPACITY,
g_param_spec_uchar ("opacity",
"Opacity",
"Opacity of actor",
0,
0xff,
0xff,
G_PARAM_CONSTRUCT | G_PARAM_READWRITE));
g_object_class_install_property (object_class, PROP_VISIBLE,
g_param_spec_boolean ("visible",
"Visible",
"Whether the actor is visible or not",
FALSE,
G_PARAM_READWRITE));
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,
G_PARAM_READABLE));
g_object_class_install_property (object_class, PROP_CLIP,
g_param_spec_boxed ("clip",
"Clip",
"The clip region for the actor",
CLUTTER_TYPE_GEOMETRY,
G_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: 0.1.1
*/
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 becomes visible.
*
* Since: 0.1.1
*/
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 visible.
*
* Since: 0.1.1
*/
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);
}
static void
clutter_actor_init (ClutterActor *self)
{
gboolean was_floating;
/* sink the GInitiallyUnowned floating flag */
was_floating = g_object_is_floating (G_OBJECT (self));
if (was_floating)
g_object_force_floating (G_OBJECT (self));
self->priv = CLUTTER_ACTOR_GET_PRIVATE (self);
self->priv->parent_actor = NULL;
self->priv->has_clip = FALSE;
self->priv->opacity = 0xff;
self->priv->id = __id++;
self->priv->scale_x = CFX_ONE;
self->priv->scale_y = CFX_ONE;
clutter_actor_set_position (self, 0, 0);
clutter_actor_set_size (self, 0, 0);
}
/**
* 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
* group, the actor will be removed from the group.
*
* When you destroy a group its children will be destroyed as well.
*/
void
clutter_actor_destroy (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
g_object_run_dispose (G_OBJECT (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)
{
ClutterMainContext *ctx = CLUTTER_CONTEXT();
if (!ctx->update_idle)
{
ctx->update_idle = g_idle_add_full (-100 , /* very high priority */
redraw_update_idle,
NULL, NULL);
}
}
/**
* clutter_actor_set_geometry:
* @self: A #ClutterActor
* @geometry: A #ClutterGeometry
*
* Sets the actors geometry in pixels relative to any parent actor.
*/
void
clutter_actor_set_geometry (ClutterActor *self,
const ClutterGeometry *geometry)
{
ClutterActorBox box;
box.x1 = geometry->x;
box.y1 = geometry->y;
box.x2 = geometry->x + geometry->width;
box.y2 = geometry->y + geometry->height;
clutter_actor_request_coords (self, &box);
}
/**
* clutter_actor_get_geometry:
* @self: A #ClutterActor
* @geometry: A location to store actors #ClutterGeometry
*
* Gets the actors geometry in pixels relative to any parent actor.
*/
void
clutter_actor_get_geometry (ClutterActor *self,
ClutterGeometry *geometry)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_allocate_coords (self, &box);
geometry->x = box.x1;
geometry->y = box.y1;
geometry->width = box.x2 - box.x1;
geometry->height = box.y2 - box.y1;
}
/**
* clutter_actor_get_coords:
* @self: A #ClutterActor
* @x1: A location to store actors left position if non NULL.
* @y1: A location to store actors top position if non NULL.
* @x2: A location to store actors right position if non NULL.
* @y2: A location to store actors bottom position if non NULL.
*
* Gets the actors bounding rectangle co-ordinates in pixels
* relative to any parent actor.
*/
void
clutter_actor_get_coords (ClutterActor *self,
gint *x1,
gint *y1,
gint *x2,
gint *y2)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_allocate_coords (self, &box);
if (x1) *x1 = box.x1;
if (y1) *y1 = box.y1;
if (x2) *x2 = box.x2;
if (y2) *y2 = box.y2;
}
/**
* 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 actors position in pixels relative to any
* parent actor.
*/
void
clutter_actor_set_position (ClutterActor *self,
gint x,
gint y)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_allocate_coords (self, &box);
box.x2 += (x - box.x1);
box.y2 += (y - box.y1);
box.x1 = x;
box.y1 = y;
clutter_actor_request_coords (self, &box);
}
/**
* 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 specified distance relative to
* current position.
*
* Since: 0.2
*/
void
clutter_actor_move_by (ClutterActor *self,
gint dx,
gint dy)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_allocate_coords (self, &box);
box.x2 += dx;
box.y2 += dy;
box.x1 += dx;
box.y1 += dy;
clutter_actor_request_coords (self, &box);
}
/**
* clutter_actor_set_size
* @self: A #ClutterActor
* @width: New width of actor in pixels
* @height: New height of actor in pixels
*
* Sets the actors position in pixels relative to any
* parent actor.
*/
void
clutter_actor_set_size (ClutterActor *self,
gint width,
gint height)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_allocate_coords (self, &box);
box.x2 = box.x1 + width;
box.y2 = box.y1 + height;
clutter_actor_request_coords (self, &box);
}
/*
* clutter_actor_get_size
* @self: A #ClutterActor
* @x: Location to store width if non NULL.
* @y: Location to store height if non NULL.
*
* Gets the size of an actor ignoring any scaling factors
*
* 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_abs_position
* @self: A #ClutterActor
* @x: Location to store x position if non NULL.
* @y: Location to store y position if non NULL.
*
* Gets the absolute position of an actor in pixels relative
* to the stage.
*/
void
clutter_actor_get_abs_position (ClutterActor *self,
gint *x,
gint *y)
{
ClutterActorBox box;
ClutterActor *parent;
gint px = 0, py = 0;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_allocate_coords (self, &box);
parent = self->priv->parent_actor;
/* FIXME: must be nicer way to get 0,0 for stage ? */
if (parent)
{
ClutterFixed parent_scale_x, parent_scale_y, fx, fy;
clutter_actor_get_scalex(parent, &parent_scale_x, &parent_scale_y);
if (parent_scale_x != CFX_ONE || parent_scale_y != CFX_ONE)
{
fx = CLUTTER_FIXED_MUL(CLUTTER_INT_TO_FIXED(box.x1),parent_scale_x);
fy = CLUTTER_FIXED_MUL(CLUTTER_INT_TO_FIXED(box.y1),parent_scale_y);
box.x1 = CLUTTER_FIXED_INT(fx);
box.y1 = CLUTTER_FIXED_INT(fy);
}
if (!CLUTTER_IS_STAGE (parent))
clutter_actor_get_abs_position (parent, &px, &py);
}
if (x)
*x = px + box.x1;
if (y)
*y = py + box.y1;
}
/**
* clutter_actor_get_abs_size
* @self: A #ClutterActor
* @x: Location to store width if non NULL.
* @y: Location to store height if non NULL.
*
* Gets the absolute size of an actor taking into account
* an scaling factors
*/
void
clutter_actor_get_abs_size (ClutterActor *self,
guint *width,
guint *height)
{
ClutterActorBox box;
ClutterActor *parent;
clutter_actor_allocate_coords (self, &box);
if (width)
*width = box.x2 - box.x1;
if (height)
*height = box.y2 - box.y1;
parent = self;
do
{
if (parent->priv->scale_x != CFX_ONE || parent->priv->scale_y != CFX_ONE)
{
ClutterFixed fx, fy;
if (width)
{
fx = CLUTTER_FIXED_MUL(CLUTTER_INT_TO_FIXED(*width),
parent->priv->scale_x);
*width = CLUTTER_FIXED_INT(fx);
}
if (height)
{
fy = CLUTTER_FIXED_MUL(CLUTTER_INT_TO_FIXED(*height),
parent->priv->scale_x);
*height = CLUTTER_FIXED_INT(fy);
}
}
}
while ((parent = clutter_actor_get_parent(parent)) != NULL);
}
/**
* clutter_actor_get_width
* @self: A #ClutterActor
*
* Retrieves the actors width.
*
* Return value: The actor width in pixels
**/
guint
clutter_actor_get_width (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_allocate_coords (self, &box);
return box.x2 - box.x1;
}
/**
* clutter_actor_get_height
* @self: A #ClutterActor
*
* Retrieves the actors height.
*
* Return value: The actor height in pixels
**/
guint
clutter_actor_get_height (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_allocate_coords (self, &box);
return box.y2 - box.y1;
}
/**
* clutter_actor_get_x
* @self: A #ClutterActor
*
* Retrieves the actors x position relative to any parent.
*
* Return value: The actor x position in pixels
**/
gint
clutter_actor_get_x (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_allocate_coords (self, &box);
return box.x1;
}
/**
* clutter_actor_get_y:
* @self: A #ClutterActor
*
* Retrieves the actors y position relative to any parent.
*
* Return value: The actor y position in pixels
**/
gint
clutter_actor_get_y (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_allocate_coords (self, &box);
return box.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.
*
* Scale an actor.
*/
void
clutter_actor_set_scalex (ClutterActor *self,
ClutterFixed scale_x,
ClutterFixed scale_y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->scale_x = scale_x;
self->priv->scale_y = scale_y;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_set_scale:
* @self: A #ClutterActor
* @scale_x: double
* @scale_y: double
*/
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,
CLUTTER_FLOAT_TO_FIXED (scale_x),
CLUTTER_FLOAT_TO_FIXED (scale_y));
}
/**
* clutter_actor_get_scalex
* @self: A #ClutterActor
* @scale_x: FIXME
* @scale_y: FIXME
*
* FIXME
*/
void
clutter_actor_get_scalex (ClutterActor *self,
ClutterFixed *scale_x,
ClutterFixed *scale_y)
{
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: FIXME
* @scale_y: FIXME
*
* FIXME
*/
void
clutter_actor_get_scale (ClutterActor *self,
double *scale_x,
double *scale_y)
{
if (scale_x)
*scale_x = CLUTTER_FIXED_TO_FLOAT(self->priv->scale_x);
if (scale_y)
*scale_y = CLUTTER_FIXED_TO_FLOAT(self->priv->scale_y);
}
/**
* clutter_actor_set_opacity:
* @self: A #ClutterActor
* @opacity: New opacity value for actor.
*
* Sets the actors opacity, with zero being completely transparent.
*/
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_opacity:
* @self: A #ClutterActor
*
* Retrieves the actors opacity.
*
* Return value: The actor opacity value.
*/
guint8
clutter_actor_get_opacity (ClutterActor *self)
{
ClutterActor *parent;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
parent = self->priv->parent_actor;
/* FIXME: need to factor in the actual actors opacity with parents */
if (parent && clutter_actor_get_opacity (parent) != 0xff)
return clutter_actor_get_opacity(parent);
return self->priv->opacity;
}
/**
* clutter_actor_set_name:
* @self: A #ClutterActor
* @name: Textual tag to apply to actor
*
* Sets a textual tag to the actor.
*/
void
clutter_actor_set_name (ClutterActor *self,
const gchar *name)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_free (self->priv->name);
if (name || name[0] != '\0')
{
self->priv->name = g_strdup(name);
}
}
/**
* clutter_actor_get_name:
* @self: A #ClutterActor
*
* Retrieves the name of @self.
*
* Return value: pointer to textual tag for the actor. 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_id:
* @self: A #ClutterActor
*
* Retrieves the unique id for @self.
*
* Return value: Globally unique value for object instance.
*/
guint32
clutter_actor_get_id (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.
*/
void
clutter_actor_set_depth (ClutterActor *self,
gint depth)
{
/* Sets Z value. - FIXME: should invert ?*/
self->priv->z = depth;
if (self->priv->parent_actor)
{
/* We need to resort the group stacking order as to
* correctly render alpha values.
*
* FIXME: This is sub optimal. maybe queue the the sort
* before stacking
*/
clutter_group_sort_depth_order
(CLUTTER_GROUP(self->priv->parent_actor));
}
}
/**
* clutter_actor_get_depth:
* @self: a #ClutterActor
*
* Retrieves the depth of @self.
*
* Return value: the depth of a #ClutterActor
*/
gint
clutter_actor_get_depth (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
return self->priv->z;
}
/**
* clutter_actor_rotate_z:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @x: X co-ord to rotate actor around ( relative to actor position )
* @y: Y co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the Z axis.
*/
void
clutter_actor_rotate_z (ClutterActor *self,
gfloat angle,
gint x,
gint y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->rzang = angle;
self->priv->rzx = x;
self->priv->rzy = y;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_rotate_x:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @y: Y co-ord to rotate actor around ( relative to actor position )
* @z: Z co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the X axis.
*/
void
clutter_actor_rotate_x (ClutterActor *self,
gfloat angle,
gint y,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->rxang = angle;
self->priv->rxy = y;
self->priv->rxz = z;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_rotate_y:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @x: X co-ord to rotate actor around ( relative to actor position )
* @z: Z co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the X axis.
*/
void
clutter_actor_rotate_y (ClutterActor *self,
gfloat angle,
gint x,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->ryang = angle;
self->priv->ryx = x;
self->priv->ryz = z;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_set_clip:
* @self: A #ClutterActor
* @xoff: X offset of the clip rectangle
* @yoff: Y offset of the clip rectangle
* @width: Width of the clip rectangle
* @height: Height of the clip rectangle
*
* Sets clip area for @self.
*/
void
clutter_actor_set_clip (ClutterActor *self,
gint xoff,
gint yoff,
gint width,
gint height)
{
ClutterGeometry *clip;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clip = &(self->priv->clip);
clip->x = xoff;
clip->y = yoff;
clip->width = width;
clip->height = height;
self->priv->has_clip = TRUE;
g_object_notify (G_OBJECT (self), "has-clip");
g_object_notify (G_OBJECT (self), "clip");
}
/**
* 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;
g_object_notify (G_OBJECT (self), "has-clip");
}
/**
* clutter_actor_has_clip:
* @self: a #ClutterActor
*
* Gets whether the actor has a clip set or not.
*
* Return value: %TRUE if the actor has a clip 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_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.
*/
void
clutter_actor_set_parent (ClutterActor *self,
ClutterActor *parent)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail (CLUTTER_IS_ACTOR (parent));
g_return_if_fail (self != parent);
if (self->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);
self->priv->parent_actor = parent;
if (CLUTTER_ACTOR_IS_VISIBLE (self->priv->parent_actor) &&
CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_get_parent:
* @self: A #ClutterActor
*
* Retrieves the parent of @self.
*
* Return Value: The #ClutterActor parent or NULL
*/
ClutterActor *
clutter_actor_get_parent (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
return self->priv->parent_actor;
}
/**
* clutter_actor_unparent:
* @self: a #ClutterActor
*
* This function should not be used in applications. It should be called by
* implementations of group actors, to dissociate a child from the container.
*
* Since: 0.1.1
*/
void
clutter_actor_unparent (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (self->priv->parent_actor == NULL)
return;
self->priv->parent_actor = NULL;
g_object_unref (self);
}
/**
* clutter_actor_raise:
* @self: A #ClutterActor
* @below: A #ClutterActor to raise above.
*
* Puts @self above @below.
* Both actors must have the same parent.
*/
void
clutter_actor_raise (ClutterActor *self, ClutterActor *below)
{
g_return_if_fail (CLUTTER_IS_ACTOR(self));
g_return_if_fail (clutter_actor_get_parent (self) != NULL);
clutter_group_raise (CLUTTER_GROUP(clutter_actor_get_parent (self)),
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.
*/
void
clutter_actor_lower (ClutterActor *self, ClutterActor *above)
{
g_return_if_fail (CLUTTER_IS_ACTOR(self));
g_return_if_fail (clutter_actor_get_parent (self) != NULL);
if (above != NULL)
{
g_return_if_fail
(clutter_actor_get_parent (self)
!= clutter_actor_get_parent (above));
}
/* FIXME: group_lower should be an overidable method ? */
clutter_group_lower (CLUTTER_GROUP(clutter_actor_get_parent (self)),
self,
above);
}
/**
* clutter_actor_raise_top:
* @self: A #ClutterActor
*
* Raises @self to the top.
*/
void
clutter_actor_raise_top (ClutterActor *self)
{
clutter_actor_raise (self, NULL);
}
/**
* clutter_actor_lower_bottom:
* @self: A #ClutterActor
*
* Lowers @self to the bottom.
*/
void
clutter_actor_lower_bottom (ClutterActor *self)
{
clutter_actor_lower (self, NULL);
}
/*
* ClutterGemoetry
*/
static ClutterGeometry*
clutter_geometry_copy (const ClutterGeometry *geometry)
{
ClutterGeometry *result = g_new (ClutterGeometry, 1);
*result = *geometry;
return result;
}
GType
clutter_geometry_get_type (void)
{
static GType our_type = 0;
if (our_type == 0)
our_type = g_boxed_type_register_static (
g_intern_static_string ("ClutterGeometry"),
(GBoxedCopyFunc) clutter_geometry_copy,
(GBoxedFreeFunc) g_free);
return our_type;
}
/*
* ClutterActorBox
*/
static ClutterActorBox *
clutter_actor_box_copy (const ClutterActorBox *box)
{
ClutterActorBox *result = g_new (ClutterActorBox, 1);
*result = *box;
return result;
}
GType
clutter_actor_box_get_type (void)
{
static GType our_type = 0;
if (our_type == 0)
our_type = g_boxed_type_register_static (
g_intern_static_string ("ClutterActorBox"),
(GBoxedCopyFunc) clutter_actor_box_copy,
(GBoxedFreeFunc) g_free);
return our_type;
}