78628edf2f
Rendering text inside an actor is pretty much impossible without using internal API to create the various pieces like the PangoContext and the font map. Each actor should have the ability to create a PangoContext, which is the only object needed to generate layouts and change the various Pango settings. This commit adds a clutter_actor_get_pango_context() function that creates a PangoContext inside the ClutterActor private data and allows the creation of PangoLayouts when needed. If the actor already has a PangoContext, the same instance is returned. The PangoContext is created only on demand.
573 lines
34 KiB
C
573 lines
34 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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#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
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#error "Only <clutter/clutter.h> can be included directly."
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#endif
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#ifndef __CLUTTER_ACTOR_H__
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#define __CLUTTER_ACTOR_H__
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/* clutter-actor.h */
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#include <glib-object.h>
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#include <pango/pango.h>
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#include <clutter/clutter-color.h>
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#include <clutter/clutter-fixed.h>
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#include <clutter/clutter-types.h>
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#include <clutter/clutter-units.h>
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#include <clutter/clutter-event.h>
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#include <clutter/clutter-shader.h>
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G_BEGIN_DECLS
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#define CLUTTER_TYPE_ACTOR_BOX (clutter_actor_box_get_type ())
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#define CLUTTER_TYPE_ACTOR (clutter_actor_get_type ())
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#define CLUTTER_ACTOR(obj) \
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(G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_ACTOR, ClutterActor))
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#define CLUTTER_ACTOR_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_ACTOR, ClutterActorClass))
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#define CLUTTER_IS_ACTOR(obj) \
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(G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_ACTOR))
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#define CLUTTER_IS_ACTOR_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_ACTOR))
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#define CLUTTER_ACTOR_GET_CLASS(obj) \
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(G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_ACTOR, ClutterActorClass))
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/**
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* CLUTTER_ACTOR_SET_FLAGS:
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* @a: a #ClutterActor
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* @f: the #ClutterActorFlags to set
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*
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* Sets the given flags on a #ClutterActor
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*/
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#define CLUTTER_ACTOR_SET_FLAGS(a,f) (((ClutterActor*)(a))->flags |= (f))
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/**
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* CLUTTER_ACTOR_UNSET_FLAGS:
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* @a: a #ClutterActor
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* @f: the #ClutterActorFlags to unset
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*
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* Unsets the given flags on a #ClutterActor
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*/
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#define CLUTTER_ACTOR_UNSET_FLAGS(a,f) (((ClutterActor*)(a))->flags &= ~(f))
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#define CLUTTER_ACTOR_IS_MAPPED(e) (((ClutterActor*)(e))->flags & CLUTTER_ACTOR_MAPPED)
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#define CLUTTER_ACTOR_IS_REALIZED(e) (((ClutterActor*)(e))->flags & CLUTTER_ACTOR_REALIZED)
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#define CLUTTER_ACTOR_IS_VISIBLE(e) (CLUTTER_ACTOR_IS_MAPPED (e) && CLUTTER_ACTOR_IS_REALIZED (e))
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#define CLUTTER_ACTOR_IS_REACTIVE(e) (((ClutterActor*)(e))->flags & CLUTTER_ACTOR_REACTIVE)
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typedef struct _ClutterActorClass ClutterActorClass;
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typedef struct _ClutterActorBox ClutterActorBox;
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typedef struct _ClutterActorPrivate ClutterActorPrivate;
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/**
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* ClutterCallback:
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* @actor: a #ClutterActor
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* @data: user data
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*
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* Generic callback
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*/
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typedef void (*ClutterCallback) (ClutterActor *actor, gpointer data);
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/**
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* CLUTTER_CALLBACK
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* @f: a function
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*
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* Convenience macro to cast a function to #ClutterCallback
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*/
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#define CLUTTER_CALLBACK(f) ((ClutterCallback) (f))
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/**
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* ClutterActorFlags:
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* @CLUTTER_ACTOR_MAPPED: the actor has been painted
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* @CLUTTER_ACTOR_REALIZED: the resources associated to the actor have been
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* allocated
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* @CLUTTER_ACTOR_REACTIVE: the actor 'reacts' to mouse events emmitting event
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* signals
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*
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* Flags used to signal the state of an actor.
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*/
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typedef enum
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{
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CLUTTER_ACTOR_MAPPED = 1 << 1,
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CLUTTER_ACTOR_REALIZED = 1 << 2,
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CLUTTER_ACTOR_REACTIVE = 1 << 3
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} ClutterActorFlags;
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/**
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* ClutterActorBox:
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* @x1: X coordinate of the top left corner
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* @y1: Y coordinate of the top left corner
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* @x2: X coordinate of the bottom right corner
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* @y2: Y coordinate of the bottom right corner
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*
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* Bounding box of an actor. The coordinates of the top left and right bottom
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* corners of an actor. The coordinates of the two points are expressed in
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* #ClutterUnit<!-- -->s, that is are device-independent. If you want to obtain
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* the box dimensions in pixels, use clutter_actor_get_geometry().
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*/
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struct _ClutterActorBox
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{
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ClutterUnit x1;
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ClutterUnit y1;
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ClutterUnit x2;
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ClutterUnit y2;
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};
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GType clutter_actor_box_get_type (void) G_GNUC_CONST;
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/**
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* ClutterActor:
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* @flags: #ClutterActorFlags
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*
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* Base class for actors.
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*/
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struct _ClutterActor
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{
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/*< private >*/
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GInitiallyUnowned parent_instance;
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/*< public >*/
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guint32 flags;
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/*< private >*/
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guint32 private_flags;
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ClutterActorPrivate *priv;
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};
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/**
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* ClutterActorClass:
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* @show: signal class handler for #ClutterActor::show; it must chain
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* up to the parent's implementation
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* @show_all: virtual function for containers and composite actors, to
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* determine which children should be shown when calling
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* clutter_actor_show_all() on the actor. Defaults to calling
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* clutter_actor_show().
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* @hide: signal class handler for #ClutterActor::hide; it must chain
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* up to the parent's implementation
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* @hide_all: virtual function for containers and composite actors, to
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* determine which children should be shown when calling
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* clutter_actor_hide_all() on the actor. Defaults to calling
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* clutter_actor_hide().
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* @realize: virtual function, used to allocate resources for the actor;
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* it should chain up to the parent's implementation
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* @unrealize: virtual function, used to deallocate resources allocated
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* in ::realize; it should chain up to the parent's implementation
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* @paint: virtual function, used to paint the actor
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* @get_preferred_width: virtual function, used when querying the minimum
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* and natural widths of an actor for a given height; it is used by
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* clutter_actor_get_preferred_width()
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* @get_preferred_height: virtual function, used when querying the minimum
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* and natural heights of an actor for a given width; it is used by
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* clutter_actor_get_preferred_height()
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* @allocate: virtual function, used when settings the coordinates of an
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* actor; it is used by clutter_actor_allocate()
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* @parent_set: signal class handler for the #ClutterActor::parent-set
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* @destroy: signal class handler for #ClutterActor::destroy
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* @pick: virtual function, used to draw an outline of the actor with
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* the given color
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* @event: class handler for #ClutterActor::event
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* @button_press_event: class handler for #ClutterActor::button-press-event
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* @button_release_event: class handler for
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* #ClutterActor::button-release-event
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* @scroll_event: signal class closure for #ClutterActor::scroll-event
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* @key_press_event: signal class closure for #ClutterActor::key-press-event
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* @key_release_event: signal class closure for
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* #ClutterActor::key-release-event
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* @motion_event: signal class closure for #ClutterActor::motion-event
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* @enter_event: signal class closure for #ClutterActor::enter-event
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* @leave_event: signal class closure for #ClutterActor::leave-event
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* @captured_event: signal class closure for #ClutterActor::captured-event
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* @focus_in: signal class closure for #ClutterActor::focus-in
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* @focus_out: signal class closure for #ClutterActor::focus-out
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*
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* Base class for actors.
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*/
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struct _ClutterActorClass
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{
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/*< private >*/
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GInitiallyUnownedClass parent_class;
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/*< public >*/
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void (* show) (ClutterActor *actor);
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void (* show_all) (ClutterActor *actor);
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void (* hide) (ClutterActor *actor);
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void (* hide_all) (ClutterActor *actor);
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void (* realize) (ClutterActor *actor);
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void (* unrealize) (ClutterActor *actor);
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void (* paint) (ClutterActor *actor);
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void (* parent_set) (ClutterActor *actor,
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ClutterActor *old_parent);
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void (* destroy) (ClutterActor *actor);
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void (* pick) (ClutterActor *actor,
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const ClutterColor *color);
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/* size negotiation */
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void (* get_preferred_width) (ClutterActor *actor,
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ClutterUnit for_height,
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ClutterUnit *min_width_p,
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ClutterUnit *natural_width_p);
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void (* get_preferred_height) (ClutterActor *actor,
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ClutterUnit for_width,
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ClutterUnit *min_height_p,
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ClutterUnit *natural_height_p);
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void (* allocate) (ClutterActor *actor,
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const ClutterActorBox *box,
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gboolean absolute_origin_changed);
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/* event signals */
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gboolean (* event) (ClutterActor *actor,
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ClutterEvent *event);
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gboolean (* button_press_event) (ClutterActor *actor,
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ClutterButtonEvent *event);
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gboolean (* button_release_event) (ClutterActor *actor,
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ClutterButtonEvent *event);
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gboolean (* scroll_event) (ClutterActor *actor,
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ClutterScrollEvent *event);
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gboolean (* key_press_event) (ClutterActor *actor,
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ClutterKeyEvent *event);
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gboolean (* key_release_event) (ClutterActor *actor,
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ClutterKeyEvent *event);
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gboolean (* motion_event) (ClutterActor *actor,
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ClutterMotionEvent *event);
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gboolean (* enter_event) (ClutterActor *actor,
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ClutterCrossingEvent *event);
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gboolean (* leave_event) (ClutterActor *actor,
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ClutterCrossingEvent *event);
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gboolean (* captured_event) (ClutterActor *actor,
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ClutterEvent *event);
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void (* focus_in) (ClutterActor *actor);
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void (* focus_out) (ClutterActor *actor);
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/*< private >*/
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/* padding for future expansion */
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gpointer _padding_dummy[32];
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};
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GType clutter_actor_get_type (void) G_GNUC_CONST;
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void clutter_actor_show (ClutterActor *self);
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void clutter_actor_show_all (ClutterActor *self);
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void clutter_actor_hide (ClutterActor *self);
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void clutter_actor_hide_all (ClutterActor *self);
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void clutter_actor_realize (ClutterActor *self);
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void clutter_actor_unrealize (ClutterActor *self);
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void clutter_actor_paint (ClutterActor *self);
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void clutter_actor_pick (ClutterActor *self,
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const ClutterColor *color);
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void clutter_actor_queue_redraw (ClutterActor *self);
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void clutter_actor_queue_relayout (ClutterActor *self);
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void clutter_actor_destroy (ClutterActor *self);
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/* size negotiation */
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void clutter_actor_get_preferred_width (ClutterActor *self,
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ClutterUnit for_height,
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ClutterUnit *min_width_p,
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ClutterUnit *natural_width_p);
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void clutter_actor_get_preferred_height (ClutterActor *self,
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ClutterUnit for_width,
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ClutterUnit *min_height_p,
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ClutterUnit *natural_height_p);
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void clutter_actor_get_preferred_size (ClutterActor *self,
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ClutterUnit *min_width_p,
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ClutterUnit *min_height_p,
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ClutterUnit *natural_width_p,
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ClutterUnit *natural_height_p);
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void clutter_actor_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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gboolean absolute_origin_changed);
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void clutter_actor_allocate_preferred_size (ClutterActor *self,
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gboolean absolute_origin_changed);
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void clutter_actor_get_allocation_coords (ClutterActor *self,
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gint *x_1,
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gint *y_1,
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gint *x_2,
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gint *y_2);
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void clutter_actor_get_allocation_box (ClutterActor *self,
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ClutterActorBox *box);
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void clutter_actor_get_allocation_geometry (ClutterActor *self,
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ClutterGeometry *geom);
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void clutter_actor_get_allocation_vertices (ClutterActor *self,
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ClutterActor *ancestor,
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ClutterVertex verts[4]);
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void clutter_actor_set_geometry (ClutterActor *self,
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const ClutterGeometry *geometry);
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void clutter_actor_get_geometry (ClutterActor *self,
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ClutterGeometry *geometry);
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void clutter_actor_set_size (ClutterActor *self,
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gint width,
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gint height);
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void clutter_actor_set_sizeu (ClutterActor *self,
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ClutterUnit width,
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ClutterUnit height);
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void clutter_actor_get_size (ClutterActor *self,
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guint *width,
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guint *height);
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void clutter_actor_get_sizeu (ClutterActor *self,
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ClutterUnit *width,
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ClutterUnit *height);
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void clutter_actor_get_transformed_size (ClutterActor *self,
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guint *width,
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guint *height);
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void clutter_actor_get_transformed_sizeu (ClutterActor *self,
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ClutterUnit *width,
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ClutterUnit *height);
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void clutter_actor_set_position (ClutterActor *self,
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gint x,
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gint y);
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void clutter_actor_set_positionu (ClutterActor *self,
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ClutterUnit x,
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ClutterUnit y);
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void clutter_actor_get_position (ClutterActor *self,
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gint *x,
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gint *y);
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void clutter_actor_get_positionu (ClutterActor *self,
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ClutterUnit *x,
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ClutterUnit *y);
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void clutter_actor_get_transformed_position (ClutterActor *self,
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gint *x,
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gint *y);
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void clutter_actor_get_transformed_positionu (ClutterActor *self,
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ClutterUnit *x,
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ClutterUnit *y);
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gboolean clutter_actor_get_fixed_position_set (ClutterActor *self);
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void clutter_actor_set_fixed_position_set (ClutterActor *self,
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gboolean is_set);
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guint clutter_actor_get_width (ClutterActor *self);
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ClutterUnit clutter_actor_get_widthu (ClutterActor *self);
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guint clutter_actor_get_height (ClutterActor *self);
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ClutterUnit clutter_actor_get_heightu (ClutterActor *self);
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void clutter_actor_set_width (ClutterActor *self,
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guint width);
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void clutter_actor_set_widthu (ClutterActor *self,
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ClutterUnit width);
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void clutter_actor_set_height (ClutterActor *self,
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guint height);
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void clutter_actor_set_heightu (ClutterActor *self,
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ClutterUnit height);
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gint clutter_actor_get_x (ClutterActor *self);
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ClutterUnit clutter_actor_get_xu (ClutterActor *self);
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gint clutter_actor_get_y (ClutterActor *self);
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ClutterUnit clutter_actor_get_yu (ClutterActor *self);
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void clutter_actor_set_x (ClutterActor *self,
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gint x);
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void clutter_actor_set_xu (ClutterActor *self,
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ClutterUnit x);
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void clutter_actor_set_y (ClutterActor *self,
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gint y);
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void clutter_actor_set_yu (ClutterActor *self,
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ClutterUnit y);
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void clutter_actor_set_rotation (ClutterActor *self,
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ClutterRotateAxis axis,
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gdouble angle,
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gint x,
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gint y,
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gint z);
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void clutter_actor_set_rotationx (ClutterActor *self,
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ClutterRotateAxis axis,
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ClutterFixed angle,
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gint x,
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gint y,
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gint z);
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void clutter_actor_set_rotationu (ClutterActor *self,
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ClutterRotateAxis axis,
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gdouble angle,
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ClutterUnit x,
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ClutterUnit y,
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ClutterUnit z);
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gdouble clutter_actor_get_rotation (ClutterActor *self,
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ClutterRotateAxis axis,
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gint *x,
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gint *y,
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gint *z);
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ClutterFixed clutter_actor_get_rotationx (ClutterActor *self,
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ClutterRotateAxis axis,
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gint *x,
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gint *y,
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gint *z);
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gdouble clutter_actor_get_rotationu (ClutterActor *self,
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ClutterRotateAxis axis,
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ClutterUnit *x,
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ClutterUnit *y,
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ClutterUnit *z);
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void clutter_actor_set_opacity (ClutterActor *self,
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guint8 opacity);
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guint8 clutter_actor_get_opacity (ClutterActor *self);
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guint8 clutter_actor_get_paint_opacity (ClutterActor *self);
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void clutter_actor_set_name (ClutterActor *self,
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const gchar *name);
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G_CONST_RETURN gchar *clutter_actor_get_name (ClutterActor *self);
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guint32 clutter_actor_get_gid (ClutterActor *self);
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void clutter_actor_set_clip (ClutterActor *self,
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gint xoff,
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gint yoff,
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gint width,
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gint height);
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void clutter_actor_set_clipu (ClutterActor *self,
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ClutterUnit xoff,
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ClutterUnit yoff,
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ClutterUnit width,
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ClutterUnit height);
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void clutter_actor_remove_clip (ClutterActor *self);
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gboolean clutter_actor_has_clip (ClutterActor *self);
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void clutter_actor_get_clip (ClutterActor *self,
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gint *xoff,
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gint *yoff,
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gint *width,
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gint *height);
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void clutter_actor_get_clipu (ClutterActor *self,
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ClutterUnit *xoff,
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ClutterUnit *yoff,
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ClutterUnit *width,
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ClutterUnit *height);
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void clutter_actor_set_parent (ClutterActor *self,
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ClutterActor *parent);
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ClutterActor * clutter_actor_get_parent (ClutterActor *self);
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void clutter_actor_reparent (ClutterActor *self,
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ClutterActor *new_parent);
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void clutter_actor_unparent (ClutterActor *self);
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ClutterActor* clutter_actor_get_stage (ClutterActor *actor);
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void clutter_actor_raise (ClutterActor *self,
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ClutterActor *below);
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void clutter_actor_lower (ClutterActor *self,
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ClutterActor *above);
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void clutter_actor_raise_top (ClutterActor *self);
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void clutter_actor_lower_bottom (ClutterActor *self);
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void clutter_actor_set_depth (ClutterActor *self,
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gint depth);
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gint clutter_actor_get_depth (ClutterActor *self);
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void clutter_actor_set_depthu (ClutterActor *self,
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ClutterUnit depth);
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ClutterUnit clutter_actor_get_depthu (ClutterActor *self);
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void clutter_actor_set_scalex (ClutterActor *self,
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ClutterFixed scale_x,
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ClutterFixed scale_y);
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void clutter_actor_set_scale (ClutterActor *self,
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gdouble scale_x,
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gdouble scale_y);
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void clutter_actor_get_scalex (ClutterActor *self,
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ClutterFixed *scale_x,
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ClutterFixed *scale_y);
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void clutter_actor_get_scale (ClutterActor *self,
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gdouble *scale_x,
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gdouble *scale_y);
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void clutter_actor_move_by (ClutterActor *self,
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gint dx,
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gint dy);
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void clutter_actor_move_byu (ClutterActor *self,
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ClutterUnit dx,
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ClutterUnit dy);
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void clutter_actor_set_reactive (ClutterActor *actor,
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gboolean reactive);
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gboolean clutter_actor_get_reactive (ClutterActor *actor);
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gboolean clutter_actor_event (ClutterActor *actor,
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ClutterEvent *event,
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gboolean capture);
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ClutterActor * clutter_get_actor_by_gid (guint32 id);
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gboolean clutter_actor_set_shader (ClutterActor *self,
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ClutterShader *shader);
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ClutterShader * clutter_actor_get_shader (ClutterActor *self);
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void clutter_actor_set_shader_param (ClutterActor *self,
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const gchar *param,
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const GValue *value);
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void clutter_actor_set_shader_param_int (ClutterActor *self,
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const gchar *param,
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gint value);
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void clutter_actor_set_shader_param_float (ClutterActor *self,
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const gchar *param,
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gfloat value);
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void clutter_actor_set_anchor_point (ClutterActor *self,
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gint anchor_x,
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|
gint anchor_y);
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void clutter_actor_move_anchor_point (ClutterActor *self,
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gint anchor_x,
|
|
gint anchor_y);
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void clutter_actor_get_anchor_point (ClutterActor *self,
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gint *anchor_x,
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gint *anchor_y);
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void clutter_actor_set_anchor_pointu (ClutterActor *self,
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ClutterUnit anchor_x,
|
|
ClutterUnit anchor_y);
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void clutter_actor_move_anchor_pointu (ClutterActor *self,
|
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ClutterUnit anchor_x,
|
|
ClutterUnit anchor_y);
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void clutter_actor_get_anchor_pointu (ClutterActor *self,
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ClutterUnit *anchor_x,
|
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ClutterUnit *anchor_y);
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void clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
|
|
ClutterGravity gravity);
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void clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
|
|
ClutterGravity gravity);
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|
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gboolean clutter_actor_transform_stage_point (ClutterActor *self,
|
|
ClutterUnit x,
|
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ClutterUnit y,
|
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ClutterUnit *x_out,
|
|
ClutterUnit *y_out);
|
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gboolean clutter_actor_is_rotated (ClutterActor *self);
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|
gboolean clutter_actor_is_scaled (ClutterActor *self);
|
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gboolean clutter_actor_should_pick_paint (ClutterActor *self);
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void clutter_actor_box_get_from_vertices (ClutterVertex vtx[4],
|
|
ClutterActorBox *box);
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void clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
|
|
ClutterVertex verts[4]);
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|
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void clutter_actor_apply_transform_to_point (ClutterActor *self,
|
|
const ClutterVertex *point,
|
|
ClutterVertex *vertex);
|
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void clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
|
|
ClutterActor *ancestor,
|
|
const ClutterVertex *point,
|
|
ClutterVertex *vertex);
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gboolean clutter_actor_get_paint_visibility (ClutterActor *self);
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|
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void clutter_actor_grab_key_focus (ClutterActor *self);
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|
|
|
PangoContext *clutter_actor_get_pango_context (ClutterActor *self);
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G_END_DECLS
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#endif /* _HAVE_CLUTTER_ACTOR_H */
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