mutter/clutter/clutter-actor.h
Emmanuele Bassi 11775a16f0 2007-07-04 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-actor.[ch]: Use the right get_type() function
	name for ClutterVertex, and add the CLUTTER_TYPE_VERTEX macro.
2007-07-04 09:17:10 +00:00

355 lines
15 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.
*/
#ifndef _HAVE_CLUTTER_ACTOR_H
#define _HAVE_CLUTTER_ACTOR_H
/* clutter-actor.h */
#include <glib-object.h>
#include <clutter/clutter-fixed.h>
#include <clutter/clutter-units.h>
#include <clutter/clutter-color.h>
G_BEGIN_DECLS
#define CLUTTER_TYPE_GEOMETRY (clutter_geometry_get_type ())
#define CLUTTER_TYPE_ACTOR_BOX (clutter_actor_box_get_type ())
#define CLUTTER_TYPE_VERTEX (clutter_vertex_get_type ())
#define CLUTTER_TYPE_ACTOR (clutter_actor_get_type ())
#define CLUTTER_ACTOR(obj) \
(G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_ACTOR, ClutterActor))
#define CLUTTER_ACTOR_CLASS(klass) \
(G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_ACTOR, ClutterActorClass))
#define CLUTTER_IS_ACTOR(obj) \
(G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_ACTOR))
#define CLUTTER_IS_ACTOR_CLASS(klass) \
(G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_ACTOR))
#define CLUTTER_ACTOR_GET_CLASS(obj) \
(G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_ACTOR, ClutterActorClass))
#define CLUTTER_ACTOR_SET_FLAGS(e,f) ((e)->flags |= (f))
#define CLUTTER_ACTOR_UNSET_FLAGS(e,f) ((e)->flags &= ~(f))
#define CLUTTER_ACTOR_IS_MAPPED(e) ((e)->flags & CLUTTER_ACTOR_MAPPED)
#define CLUTTER_ACTOR_IS_REALIZED(e) ((e)->flags & CLUTTER_ACTOR_REALIZED)
#define CLUTTER_ACTOR_IS_VISIBLE(e) (CLUTTER_ACTOR_IS_MAPPED (e) && \
CLUTTER_ACTOR_IS_REALIZED (e))
typedef enum { /*< prefix=CLUTTER_GRAVITY >*/
CLUTTER_GRAVITY_NONE = 0,
CLUTTER_GRAVITY_NORTH,
CLUTTER_GRAVITY_NORTH_EAST,
CLUTTER_GRAVITY_EAST,
CLUTTER_GRAVITY_SOUTH_EAST,
CLUTTER_GRAVITY_SOUTH,
CLUTTER_GRAVITY_SOUTH_WEST,
CLUTTER_GRAVITY_WEST,
CLUTTER_GRAVITY_NORTH_WEST,
CLUTTER_GRAVITY_CENTER
} ClutterGravity;
typedef struct _ClutterActor ClutterActor;
typedef struct _ClutterActorClass ClutterActorClass;
typedef struct _ClutterActorBox ClutterActorBox;
typedef struct _ClutterActorPrivate ClutterActorPrivate;
typedef struct _ClutterGeometry ClutterGeometry;
typedef struct _ClutterVertex ClutterVertex;
typedef void (*ClutterCallback) (ClutterActor *actor, gpointer data);
#define CLUTTER_CALLBACK(f) ((ClutterCallback) (f))
/**
* ClutterGeometry:
* @x: X coordinate of the top left corner of an actor
* @y: Y coordinate of the top left corner of an actor
* @width: width of an actor
* @height: height of an actor
*
* Rectangle containing an actor.
*/
struct _ClutterGeometry
{
/*< public >*/
gint x;
gint y;
guint width;
guint height;
};
GType clutter_geometry_get_type (void) G_GNUC_CONST;
/**
* ClutterActorFlags:
* @CLUTTER_ACTOR_MAPPED: the actor has been painted
* @CLUTTER_ACTOR_REALIZED: the resources associated to the actor have been
* allocated
*
* Flags used to signal the state of an actor.
*/
typedef enum
{
CLUTTER_ACTOR_MAPPED = 1 << 1,
CLUTTER_ACTOR_REALIZED = 1 << 2
} ClutterActorFlags;
/**
* ClutterActorBox:
* @x1: X coordinate of the top left corner
* @y1: Y coordinate of the top left corner
* @x2: X coordinate of the bottom right corner
* @y2: Y coordinate of the bottom right corner
*
* Bounding box of an actor. The coordinates of the top left and right bottom
* corners of an actor. The coordinates of the two points are expressed in
* #ClutterUnit<!-- -->s, that is are device-independent. If you want to obtain
* the box dimensions in pixels, use clutter_actor_get_geometry().
*/
struct _ClutterActorBox {
ClutterUnit x1;
ClutterUnit y1;
ClutterUnit x2;
ClutterUnit y2;
};
GType clutter_actor_box_get_type (void) G_GNUC_CONST;
/**
* ClutterVertex:
* @x: X coordinate of the vertex
* @y: Y coordinate of the vertex
* @z: Z coordinate of the vertex
*
* Vertex of an actor in 3D space, expressed in device independent units.
*
* Since: 0.4
*/
struct _ClutterVertex
{
ClutterUnit x;
ClutterUnit y;
ClutterUnit z;
};
GType clutter_vertex_get_type (void) G_GNUC_CONST;
/**
* ClutterActor:
* @flags: #ClutterActorFlags
*
* Base class for actors.
*/
struct _ClutterActor
{
/*< private >*/
GObject parent_instance;
/*< public >*/
guint32 flags;
/*< private >*/
guint32 private_flags;
ClutterActorPrivate *priv;
};
struct _ClutterActorClass
{
GObjectClass parent_class;
void (* show) (ClutterActor *actor);
void (* show_all) (ClutterActor *actor);
void (* hide) (ClutterActor *actor);
void (* hide_all) (ClutterActor *actor);
void (* realize) (ClutterActor *actor);
void (* unrealize) (ClutterActor *actor);
void (* paint) (ClutterActor *actor);
void (* request_coords) (ClutterActor *actor,
ClutterActorBox *box);
void (* query_coords) (ClutterActor *actor,
ClutterActorBox *box);
void (* set_depth) (ClutterActor *actor,
gint depth);
gint (* get_depth) (ClutterActor *actor);
void (* parent_set) (ClutterActor *actor,
ClutterActor *old_parent);
void (* destroy) (ClutterActor *actor);
void (* pick) (ClutterActor *actor,
const ClutterColor *color);
/*< private >*/
/* padding for future expansion */
gpointer _padding_dummy[32];
};
GType clutter_actor_get_type (void) G_GNUC_CONST;
void clutter_actor_show (ClutterActor *self);
void clutter_actor_show_all (ClutterActor *self);
void clutter_actor_hide (ClutterActor *self);
void clutter_actor_hide_all (ClutterActor *self);
void clutter_actor_realize (ClutterActor *self);
void clutter_actor_unrealize (ClutterActor *self);
void clutter_actor_paint (ClutterActor *self);
void clutter_actor_pick (ClutterActor *actor,
const ClutterColor *color);
void clutter_actor_queue_redraw (ClutterActor *self);
void clutter_actor_destroy (ClutterActor *self);
void clutter_actor_request_coords (ClutterActor *self,
ClutterActorBox *box);
void clutter_actor_query_coords (ClutterActor *self,
ClutterActorBox *box);
void clutter_actor_set_geometry (ClutterActor *self,
const ClutterGeometry *geometry);
void clutter_actor_get_geometry (ClutterActor *self,
ClutterGeometry *geometry);
void clutter_actor_get_coords (ClutterActor *self,
gint *x1,
gint *y1,
gint *x2,
gint *y2);
void clutter_actor_set_size (ClutterActor *self,
gint width,
gint height);
void clutter_actor_set_position (ClutterActor *self,
gint x,
gint y);
void clutter_actor_get_abs_position (ClutterActor *self,
gint *x,
gint *y);
guint clutter_actor_get_width (ClutterActor *self);
guint clutter_actor_get_height (ClutterActor *self);
void clutter_actor_set_width (ClutterActor *self,
guint width);
void clutter_actor_set_height (ClutterActor *self,
guint height);
gint clutter_actor_get_x (ClutterActor *self);
gint clutter_actor_get_y (ClutterActor *self);
void clutter_actor_rotate_x (ClutterActor *self,
gfloat angle,
gint y,
gint z);
void clutter_actor_rotate_y (ClutterActor *self,
gfloat angle,
gint x,
gint z);
void clutter_actor_rotate_z (ClutterActor *self,
gfloat angle,
gint x,
gint y);
void clutter_actor_rotate_xx (ClutterActor *self,
ClutterFixed angle,
gint y,
gint z);
void clutter_actor_rotate_yx (ClutterActor *self,
ClutterFixed angle,
gint x,
gint z);
void clutter_actor_rotate_zx (ClutterActor *self,
ClutterFixed angle,
gint x,
gint y);
ClutterFixed clutter_actor_get_rxangx (ClutterActor *self);
ClutterFixed clutter_actor_get_ryangx (ClutterActor *self);
ClutterFixed clutter_actor_get_rzangx (ClutterActor *self);
void clutter_actor_set_opacity (ClutterActor *self,
guint8 opacity);
guint8 clutter_actor_get_opacity (ClutterActor *self);
void clutter_actor_set_name (ClutterActor *self,
const gchar *name);
G_CONST_RETURN gchar *clutter_actor_get_name (ClutterActor *self);
guint32 clutter_actor_get_id (ClutterActor *self);
void clutter_actor_set_clip (ClutterActor *self,
gint xoff,
gint yoff,
gint width,
gint height);
void clutter_actor_remove_clip (ClutterActor *self);
gboolean clutter_actor_has_clip (ClutterActor *self);
void clutter_actor_set_parent (ClutterActor *self,
ClutterActor *parent);
ClutterActor * clutter_actor_get_parent (ClutterActor *self);
void clutter_actor_reparent (ClutterActor *self,
ClutterActor *new_parent);
void clutter_actor_unparent (ClutterActor *self);
void clutter_actor_raise (ClutterActor *self,
ClutterActor *below);
void clutter_actor_lower (ClutterActor *self,
ClutterActor *above);
void clutter_actor_raise_top (ClutterActor *self);
void clutter_actor_lower_bottom (ClutterActor *self);
void clutter_actor_set_depth (ClutterActor *self,
gint depth);
gint clutter_actor_get_depth (ClutterActor *self);
void clutter_actor_set_scalex (ClutterActor *self,
ClutterFixed scale_x,
ClutterFixed scale_y);
void clutter_actor_set_scale (ClutterActor *self,
gdouble scale_x,
gdouble scale_y);
void clutter_actor_get_scalex (ClutterActor *self,
ClutterFixed *scale_x,
ClutterFixed *scale_y);
void clutter_actor_get_scale (ClutterActor *self,
gdouble *scale_x,
gdouble *scale_y);
void clutter_actor_set_scale_with_gravityx (ClutterActor *self,
ClutterFixed scale_x,
ClutterFixed scale_y,
ClutterGravity gravity);
void clutter_actor_set_scale_with_gravity (ClutterActor *self,
gfloat scale_x,
gfloat scale_y,
ClutterGravity gravity);
void clutter_actor_get_abs_size (ClutterActor *self,
guint *width,
guint *height);
void clutter_actor_get_size (ClutterActor *self,
guint *width,
guint *height);
void clutter_actor_move_by (ClutterActor *self,
gint dx,
gint dy);
void clutter_actor_get_vertices (ClutterActor *self,
ClutterVertex verts[4]);
void clutter_actor_apply_transform_to_point (ClutterActor *actor,
ClutterVertex *point,
ClutterVertex *vertex);
G_END_DECLS
#endif /* _HAVE_CLUTTER_ACTOR_H */