4330f45d05
The only actor that results in a mix of the old Container API and the new Actor API is ClutterStage. By inheritance, a Stage is a Group, but we don't want it to behave like a Group - as it already overrides most of the Actor API, and the reason why it was made as a Group in the first place was convenience for adding/removing children. Given that touching Group to make it aware of the new Actor API has rapidly devolved into a struggle between a Demiurge that tries to avoid breakage and a Chaos that finds new and interesting ways to break ClutterGroup, let's declare API bankruptcy here and now. ClutterStage should override ClutterContainer methods, and use the layout management of ClutterFixedLayout as the proper class that it was meant to be ages ago. Let ClutterGroup rot in pieces.
548 lines
16 KiB
C
548 lines
16 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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* 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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* Deprecated: 1.10: Use #ClutterActor instead.
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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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#define CLUTTER_DISABLE_DEPRECATION_WARNINGS
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#include "clutter-group.h"
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#include "clutter-actor.h"
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#include "clutter-actor-private.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) (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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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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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_actor_added (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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/* XXX - children added using clutter_actor_add_child() will
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* cause actor-added to be emitted without going through the
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* add() virtual function.
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*
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* if we get an actor-added for a child that is not in our
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* list of children already, then we go in compatibility
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* mode.
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*/
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if (g_list_find (priv->children, actor) != NULL)
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return;
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priv->children = g_list_append (priv->children, actor);
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clutter_container_sort_depth_order (container);
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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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clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
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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_actor_removed (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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/* XXX - same compatibility mode of the ::actor-added implementation */
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if (g_list_find (priv->children, actor) == NULL)
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return;
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priv->children = g_list_remove (priv->children, 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: get rid of this crap; this is so utterly broken and wrong on
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* so many levels it's not even funny. sadly, we get to keep this until
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* we can break API and remove Group for good.
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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->actor_added = clutter_group_real_actor_added;
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iface->remove = clutter_group_real_remove;
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iface->actor_removed = clutter_group_real_actor_removed;
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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_debug_name (actor));
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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_debug_name (actor));
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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_actor_set_layout_manager (CLUTTER_ACTOR (self),
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self->priv->layout);
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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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* Deprecated: 1.10: Use clutter_actor_new() instead.
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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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* Deprecated: 1.10: Use clutter_actor_remove_all_children() instead.
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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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g_return_if_fail (CLUTTER_IS_GROUP (self));
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clutter_actor_remove_all_children (CLUTTER_ACTOR (self));
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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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* Deprecated: 1.10: Use clutter_actor_get_n_children() instead.
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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 clutter_actor_get_n_children (CLUTTER_ACTOR (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_group_get_nth_child:
|
|
* @self: A #ClutterGroup
|
|
* @index_: the position of the requested actor.
|
|
*
|
|
* Gets a groups child held at @index_ in stack.
|
|
*
|
|
* Return value: (transfer none): A Clutter actor, or %NULL if
|
|
* @index_ is invalid.
|
|
*
|
|
* Since: 0.2
|
|
*
|
|
* Deprecated: 1.10: Use clutter_actor_get_child_at_index() instead.
|
|
*/
|
|
ClutterActor *
|
|
clutter_group_get_nth_child (ClutterGroup *self,
|
|
gint index_)
|
|
{
|
|
ClutterActor *actor;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
|
|
|
|
actor = CLUTTER_ACTOR (self);
|
|
g_return_val_if_fail (index_ <= clutter_actor_get_n_children (actor), NULL);
|
|
|
|
return clutter_actor_get_child_at_index (actor, index_);
|
|
}
|