2006-05-29 08:59:36 +00:00
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/*
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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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2010-03-01 12:56:10 +00:00
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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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2006-05-29 08:59:36 +00:00
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*/
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2010-03-01 11:12:16 +00:00
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#ifndef __CLUTTER_PRIVATE_H__
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#define __CLUTTER_PRIVATE_H__
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2006-05-29 08:59:36 +00:00
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#include <glib.h>
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2010-06-03 11:56:17 +00:00
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#include <glib/gi18n-lib.h>
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2008-12-22 13:24:52 +00:00
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#include "pango/cogl-pango.h"
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2007-03-22 18:21:59 +00:00
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#include "clutter-backend.h"
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2010-04-08 09:55:15 +00:00
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#include "clutter-effect.h"
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2008-04-04 15:02:11 +00:00
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#include "clutter-event.h"
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2007-05-16 09:08:30 +00:00
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#include "clutter-feature.h"
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2008-03-07 17:34:40 +00:00
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#include "clutter-id-pool.h"
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2010-06-07 20:34:36 +00:00
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#include "clutter-layout-manager.h"
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2009-05-07 18:07:21 +00:00
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#include "clutter-master-clock.h"
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2010-06-21 14:42:20 +00:00
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#include "clutter-settings.h"
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2008-04-04 15:02:11 +00:00
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#include "clutter-stage.h"
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2007-03-22 18:21:59 +00:00
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2006-07-06 Emmanuele Bassi <ebassi@openedhand.com>
Big rework of the actor management semantics: now ClutterActor
objects behave like GtkObjects - that is they have an initial
"floating" reference that gets "sunk" when they are added to
a ClutterGroup. This makes a group responsible of de-allocating
each actor inside it, so you just have to destroy the group to
get every child actor destroyed. Also, now you can do:
clutter_group_add (group, clutter_video_texture_new ());
without having to care about reference counting and explicit
unreffing.
* clutter/clutter-private.h: Add private flags setter and
getter macros.
* clutter/clutter-actor.h:
* clutter/clutter-actor.c: Clean up; inherit from GInitiallyUnowned;
add a "visible" property; add the "destroy", "show" and "hide"
signals to ClutterActorClass.
(clutter_actor_show), (clutter_actor_hide): Refactor a bit; emit
the "show" and "hide" signals.
(clutter_actor_set_property), (clutter_actor_get_property),
(clutter_actor_class_init): Implement the "visible" property; add
signals.
(clutter_actor_finalize): Do not leak the actor's name, if it is
set.
(clutter_actor_dispose): Emit the "destroy" signal here.
(clutter_actor_init): Sink the initial floating flag if needed.
(clutter_actor_destroy): Add a function to explicitely destroy
a ClutterActor.
(clutter_actor_set_parent), (clutter_actor_get_parent),
(clutter_actor_unparent): Make set_parent require a valid parent;
add unparent; check on get_parent; ref_sink the actor when
setting its parent and unref it when unsetting it. Probably we'll
need a function that does reparenting as unparent+set_parent in
a single shot.
* clutter/clutter-group.h:
* clutter/clutter-group.c (clutter_group_dispose),
(clutter_group_finalize), (clutter_group_add),
(clutter_group_remove): Make the group destroy its children when
disposing it; clean up, and use the newly-available
clutter_actor_unparent().
* clutter/clutter-stage.h:
* clutter/clutter-stage.c (clutter_stage_init): ClutterStage is
a top-level actor; clean up.
* clutter/clutter-video-texture.h:
* clutter/clutter-video-texture.c: Clean up.
* examples/super-oh.c:
* examples/test.c:
* examples/video-player.c:
* examples/test-text.c:
* examples/video-cube.c: Remove the g_object_unref() call, as the
ClutterStage object is destroyed on clutter_main_quit().
2006-07-06 17:52:57 +00:00
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G_BEGIN_DECLS
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2009-11-23 16:07:16 +00:00
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typedef struct _ClutterMainContext ClutterMainContext;
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2009-11-20 15:35:40 +00:00
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2010-10-08 14:21:57 +00:00
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#define _clutter_notify_by_pspec(obj, pspec) \
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g_object_notify_by_pspec ((obj), (pspec))
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#define _clutter_object_class_install_properties(oclass, n_pspecs, pspecs) \
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g_object_class_install_properties ((oclass), (n_pspecs), (pspecs))
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#define CLUTTER_REGISTER_VALUE_TRANSFORM_TO(TYPE_TO,func) { \
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g_value_register_transform_func (g_define_type_id, TYPE_TO, func); \
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}
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#define CLUTTER_REGISTER_VALUE_TRANSFORM_FROM(TYPE_FROM,func) { \
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g_value_register_transform_func (TYPE_FROM, g_define_type_id, func); \
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}
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#define CLUTTER_REGISTER_INTERVAL_PROGRESS(func) { \
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clutter_interval_register_progress_func (g_define_type_id, func); \
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}
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2010-07-21 15:10:46 +00:00
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#define CLUTTER_PRIVATE_FLAGS(a) (((ClutterActor *) (a))->private_flags)
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#define CLUTTER_SET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) |= (f))
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#define CLUTTER_UNSET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) &= ~(f))
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#define CLUTTER_ACTOR_IS_TOPLEVEL(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IS_TOPLEVEL) != FALSE)
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#define CLUTTER_ACTOR_IS_INTERNAL_CHILD(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_INTERNAL_CHILD) != FALSE)
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#define CLUTTER_ACTOR_IN_DESTRUCTION(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_DESTRUCTION) != FALSE)
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#define CLUTTER_ACTOR_IN_REPARENT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_REPARENT) != FALSE)
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#define CLUTTER_ACTOR_IN_PAINT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_PAINT) != FALSE)
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#define CLUTTER_ACTOR_IN_RELAYOUT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_RELAYOUT) != FALSE)
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#define CLUTTER_STAGE_IN_RESIZE(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_RESIZE) != FALSE)
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2007-08-13 20:48:01 +00:00
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typedef enum {
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2010-07-21 15:10:46 +00:00
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CLUTTER_ACTOR_UNUSED_FLAG = 0,
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2007-08-13 20:48:01 +00:00
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2010-07-21 15:10:46 +00:00
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CLUTTER_IN_DESTRUCTION = 1 << 0,
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CLUTTER_IS_TOPLEVEL = 1 << 1,
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CLUTTER_IN_REPARENT = 1 << 2,
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actor: Add internal child flag
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
2009-12-18 23:20:04 +00:00
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/* Used to avoid recursion */
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2010-09-07 12:10:55 +00:00
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CLUTTER_IN_PAINT = 1 << 3,
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actor: Add internal child flag
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
2009-12-18 23:20:04 +00:00
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/* Used to avoid recursion */
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2010-09-07 12:10:55 +00:00
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CLUTTER_IN_RELAYOUT = 1 << 4,
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actor: Add internal child flag
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
2009-12-18 23:20:04 +00:00
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/* Used by the stage if resizing is an asynchronous operation (like on
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* X11) to delay queueing relayouts until we got a notification from the
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* event handling
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*/
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2010-09-07 12:10:55 +00:00
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CLUTTER_IN_RESIZE = 1 << 5,
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actor: Add internal child flag
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
2009-12-18 23:20:04 +00:00
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/* a flag for internal children of Containers */
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2010-09-07 12:10:55 +00:00
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CLUTTER_INTERNAL_CHILD = 1 << 6
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2007-08-13 20:48:01 +00:00
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} ClutterPrivateFlags;
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2006-06-05 Emmanuele Bassi <ebassi@openedhand.com>
* clutter-color.h:
* clutter-color.c: Reimplement ClutterColor as a boxed type;
add convenience API for color handling, like: add, subtract,
shade, HSL color-space conversion, packing and unpacking.
* clutter-private.h: Update ClutterMainContext, and export the
main context pointer here.
* clutter-rectangle.h:
* clutter-rectangle.c: Update the color-related code; make
clutter_rectangle_new() and empty constructor and provide
clutter_rectangle_new_with_color(); provide color setter
and getter API.
* clutter-label.h:
* clutter-label.c: Rename the "font" property to "font-name";
update the color-related code to the new ClutterColor object;
rename clutter_label_new() to clutter_label_new_with_text(),
and add setters and getters for the properties.
* clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers
generators.
* clutter-stage.h:
* clutter-stage.c: Rework the API: provide a default constructor
for a singleton object, named clutter_stage_get_default(), which
supercedes the clutter_stage() function in clutter-main; provide
new events: button-press-event, button-release-event,
key-press-event and key-release-event; update the color-related
code;
(clutter_stage_snapshot): Allow negative width and height when
taking a snapshot (meaning: use full width/height).
(clutter_stage_get_element_at_pos): Rename clutter_stage_pick().
* clutter-element.c (clutter_element_paint): Clean up the
stage and color related code.
* clutter-event.h:
* clutter-event.c: Add generic ClutterAnyEvent type; add
clutter_event_new(), clutter_event_copy() and clutter_event_free();
make ClutterEvent a boxed type.
* clutter-main.h:
* clutter-main.c: Remove clutter_stage(); add clutter_main_quit(),
for cleanly quitting from clutter_main(); add multiple mainloops
support; allocate the ClutterCntx instead of adding it to the
stack; re-work the ClutterEvent dispatching.
* clutter-group.c (clutter_group_add), (clutter_group_remove): Keep
a reference on the element when added to a ClutterGroup.
* examples/rects.py
* examples/test.c:
* examples/test-text.c:
* examples/video-cube.c:
* examples/super-oh.c:
* examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
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struct _ClutterMainContext
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2006-05-29 08:59:36 +00:00
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{
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2009-11-30 17:47:55 +00:00
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ClutterBackend *backend; /* holds a pointer to the windowing
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2007-11-15 17:08:48 +00:00
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system backend */
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GQueue *events_queue; /* the main event queue */
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2008-09-23 07:03:35 +00:00
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2009-11-30 17:47:55 +00:00
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guint is_initialized : 1;
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2008-09-23 07:03:35 +00:00
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guint motion_events_per_actor : 1;/* set for enter/leave events */
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guint defer_display_setup : 1;
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guint options_parsed : 1;
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2007-06-07 23:51:53 +00:00
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GTimer *timer; /* Used for debugging scheduler */
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2007-08-13 20:48:01 +00:00
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ClutterPickMode pick_mode; /* Indicates pick render mode */
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2008-03-28 22:50:55 +00:00
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2007-08-13 20:48:01 +00:00
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gint num_reactives; /* Num of reactive actors */
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2007-10-08 16:18:33 +00:00
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2009-11-30 17:47:55 +00:00
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ClutterIDPool *id_pool; /* mapping between reused integer ids
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* and actors
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2008-03-28 22:50:55 +00:00
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*/
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2007-10-16 13:41:34 +00:00
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guint frame_rate; /* Default FPS */
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2007-11-15 17:08:48 +00:00
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ClutterActor *pointer_grab_actor; /* The actor having the pointer grab
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2008-03-28 22:50:55 +00:00
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* (or NULL if there is no pointer grab
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2007-11-15 17:08:48 +00:00
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*/
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2007-11-15 18:00:24 +00:00
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ClutterActor *keyboard_grab_actor; /* The actor having the pointer grab
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2009-11-30 17:47:55 +00:00
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* (or NULL if there is no pointer
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* grab)
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2008-03-28 22:50:55 +00:00
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*/
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2007-12-03 16:29:18 +00:00
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GSList *shaders; /* stack of overridden shaders */
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2007-12-18 10:49:29 +00:00
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ClutterActor *motion_last_actor;
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2008-05-13 23:02:45 +00:00
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/* fb bit masks for col<->id mapping in picking */
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gint fb_r_mask, fb_g_mask, fb_b_mask;
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gint fb_r_mask_used, fb_g_mask_used, fb_b_mask_used;
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2008-12-23 14:27:41 +00:00
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PangoContext *pango_context; /* Global Pango context */
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CoglPangoFontMap *font_map; /* Global font map */
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2008-06-23 09:55:42 +00:00
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2009-11-12 22:33:15 +00:00
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ClutterEvent *current_event;
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2009-02-14 11:38:16 +00:00
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guint32 last_event_time;
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2009-03-21 20:39:32 +00:00
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gulong redraw_count;
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2009-03-30 12:49:03 +00:00
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GList *repaint_funcs;
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2010-06-21 14:42:20 +00:00
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ClutterSettings *settings;
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2006-06-05 Emmanuele Bassi <ebassi@openedhand.com>
* clutter-color.h:
* clutter-color.c: Reimplement ClutterColor as a boxed type;
add convenience API for color handling, like: add, subtract,
shade, HSL color-space conversion, packing and unpacking.
* clutter-private.h: Update ClutterMainContext, and export the
main context pointer here.
* clutter-rectangle.h:
* clutter-rectangle.c: Update the color-related code; make
clutter_rectangle_new() and empty constructor and provide
clutter_rectangle_new_with_color(); provide color setter
and getter API.
* clutter-label.h:
* clutter-label.c: Rename the "font" property to "font-name";
update the color-related code to the new ClutterColor object;
rename clutter_label_new() to clutter_label_new_with_text(),
and add setters and getters for the properties.
* clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers
generators.
* clutter-stage.h:
* clutter-stage.c: Rework the API: provide a default constructor
for a singleton object, named clutter_stage_get_default(), which
supercedes the clutter_stage() function in clutter-main; provide
new events: button-press-event, button-release-event,
key-press-event and key-release-event; update the color-related
code;
(clutter_stage_snapshot): Allow negative width and height when
taking a snapshot (meaning: use full width/height).
(clutter_stage_get_element_at_pos): Rename clutter_stage_pick().
* clutter-element.c (clutter_element_paint): Clean up the
stage and color related code.
* clutter-event.h:
* clutter-event.c: Add generic ClutterAnyEvent type; add
clutter_event_new(), clutter_event_copy() and clutter_event_free();
make ClutterEvent a boxed type.
* clutter-main.h:
* clutter-main.c: Remove clutter_stage(); add clutter_main_quit(),
for cleanly quitting from clutter_main(); add multiple mainloops
support; allocate the ClutterCntx instead of adding it to the
stack; re-work the ClutterEvent dispatching.
* clutter-group.c (clutter_group_add), (clutter_group_remove): Keep
a reference on the element when added to a ClutterGroup.
* examples/rects.py
* examples/test.c:
* examples/test-text.c:
* examples/video-cube.c:
* examples/super-oh.c:
* examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
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};
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2010-11-06 20:00:39 +00:00
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/* shared between clutter-main.c and clutter-frame-source.c */
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typedef struct
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{
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GSourceFunc func;
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gpointer data;
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GDestroyNotify notify;
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} ClutterThreadsDispatch;
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gboolean _clutter_threads_dispatch (gpointer data);
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void _clutter_threads_dispatch_free (gpointer data);
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2009-06-17 16:59:54 +00:00
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#define CLUTTER_CONTEXT() (_clutter_context_get_default ())
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ClutterMainContext *_clutter_context_get_default (void);
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2009-06-19 13:09:42 +00:00
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gboolean _clutter_context_is_initialized (void);
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2008-06-13 09:10:39 +00:00
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PangoContext *_clutter_context_create_pango_context (ClutterMainContext *self);
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2009-01-05 15:27:33 +00:00
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PangoContext *_clutter_context_get_pango_context (ClutterMainContext *self);
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2006-05-29 08:59:36 +00:00
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2006-12-04 16:26:35 +00:00
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#define CLUTTER_PARAM_READABLE \
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G_PARAM_READABLE | G_PARAM_STATIC_NAME | G_PARAM_STATIC_NICK | G_PARAM_STATIC_BLURB
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#define CLUTTER_PARAM_WRITABLE \
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G_PARAM_WRITABLE | G_PARAM_STATIC_NAME | G_PARAM_STATIC_NICK | G_PARAM_STATIC_BLURB
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#define CLUTTER_PARAM_READWRITE \
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G_PARAM_READABLE | G_PARAM_WRITABLE | G_PARAM_STATIC_NAME | G_PARAM_STATIC_NICK |G_PARAM_STATIC_BLURB
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2007-12-10 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-actor.c:
(clutter_actor_set_property),
(clutter_actor_get_property),
(clutter_actor_class_init): Add the rotation-* properties,
controlling the rotation angle and center on each axis. (#614)
(parse_rotation_array), (parse_rotation),
(clutter_actor_parse_custom_node),
(clutter_actor_set_custom_property),
(clutter_scriptable_iface_init): Add a new "rotation" custom
property for expressing the rotation along each axis in a
compact way:
"rotation" : [
{ "x-axis" : [ <angle>, [ <y>, <z> ] ] },
{ "y-axis" : [ <angle>, [ <x>, <z> ] ] },
{ "z-axis" : [ <angle>, [ <x>, <y> ] ] }
]
(clutter_geometry_get_type),(clutter_vertex_get_type),
(clutter_actor_box_get_type): Use the I_() macro instead of
directly calling g_intern_static_string().
* clutter/clutter-entry.c (clutter_entry_request_coords):
* clutter/clutter-label.c (clutter_label_ensure_layout),
(clutter_label_request_coords): Use CLUTTER_UNITS_FROM_DEVICE()
instead of CLUTTER_UNITS_FROM_INT(), as "device" means "pixels".
* clutter/clutter-private.h: Add the I_() macro for intern
static strings.
* tests/test-script.json: Test the newly added "rotation"
custom property.
2007-12-10 11:01:10 +00:00
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#define I_(str) (g_intern_static_string ((str)))
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2010-06-03 11:56:17 +00:00
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/* mark all properties under the "Property" context */
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#ifdef ENABLE_NLS
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#define P_(String) (_clutter_gettext ((String)))
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#else
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#define P_(String) (String)
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#endif
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G_CONST_RETURN gchar *_clutter_gettext (const gchar *str);
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2010-03-17 17:28:20 +00:00
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gboolean _clutter_feature_init (GError **error);
|
2007-05-16 09:08:30 +00:00
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2009-06-06 23:10:41 +00:00
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/* Reinjecting queued events for processing */
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void _clutter_process_event (ClutterEvent *event);
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2008-05-13 23:02:45 +00:00
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|
/* Picking code */
|
Remove Units from the public API
With the recent change to internal floating point values, ClutterUnit
has become a redundant type, defined to be a float. All integer entry
points are being internally converted to floating point values to be
passed to the GL pipeline with the least amount of conversion.
ClutterUnit is thus exposed as just a "pixel with fractionary bits",
and not -- as users might think -- as generic, resolution and device
independent units. not that it was the case, but a definitive amount
of people was convinced it did provide this "feature", and was flummoxed
about the mere existence of this type.
So, having ClutterUnit exposed in the public API doubles the entry
points and has the following disadvantages:
- we have to maintain twice the amount of entry points in ClutterActor
- we still do an integer-to-float implicit conversion
- we introduce a weird impedance between pixels and "pixels with
fractionary bits"
- language bindings will have to choose what to bind, and resort
to manually overriding the API
+ *except* for language bindings based on GObject-Introspection, as
they cannot do manual overrides, thus will replicate the entire
set of entry points
For these reason, we should coalesces every Actor entry point for
pixels and for ClutterUnit into a single entry point taking a float,
like:
void clutter_actor_set_x (ClutterActor *self,
gfloat x);
void clutter_actor_get_size (ClutterActor *self,
gfloat *width,
gfloat *height);
gfloat clutter_actor_get_height (ClutterActor *self);
etc.
The issues I have identified are:
- we'll have a two cases of compiler warnings:
- printf() format of the return values from %d to %f
- clutter_actor_get_size() taking floats instead of unsigned ints
- we'll have a problem with varargs when passing an integer instead
of a floating point value, except on 64bit platforms where the
size of a float is the same as the size of an int
To be clear: the *intent* of the API should not change -- we still use
pixels everywhere -- but:
- we remove ambiguity in the API with regard to pixels and units
- we remove entry points we get to maintain for the whole 1.0
version of the API
- we make things simpler to bind for both manual language bindings
and automatic (gobject-introspection based) ones
- we have the simplest API possible while still exposing the
capabilities of the underlying GL implementation
2009-05-06 15:44:47 +00:00
|
|
|
ClutterActor *_clutter_do_pick (ClutterStage *stage,
|
|
|
|
gint x,
|
|
|
|
gint y,
|
|
|
|
ClutterPickMode mode);
|
2007-08-13 20:48:01 +00:00
|
|
|
|
2009-06-05 16:55:24 +00:00
|
|
|
/* the actual redraw */
|
|
|
|
void _clutter_do_redraw (ClutterStage *stage);
|
|
|
|
|
2008-05-13 23:02:45 +00:00
|
|
|
guint _clutter_pixel_to_id (guchar pixel[4]);
|
|
|
|
|
|
|
|
void _clutter_id_to_color (guint id, ClutterColor *col);
|
|
|
|
|
2007-10-02 14:03:36 +00:00
|
|
|
/* use this function as the accumulator if you have a signal with
|
|
|
|
* a G_TYPE_BOOLEAN return value; this will stop the emission as
|
|
|
|
* soon as one handler returns TRUE
|
|
|
|
*/
|
2008-04-04 15:02:11 +00:00
|
|
|
gboolean _clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
|
|
|
|
GValue *return_accu,
|
|
|
|
const GValue *handler_return,
|
|
|
|
gpointer dummy);
|
2007-10-02 14:03:36 +00:00
|
|
|
|
2009-03-30 12:49:03 +00:00
|
|
|
void _clutter_run_repaint_functions (void);
|
|
|
|
|
2010-08-16 16:02:15 +00:00
|
|
|
gboolean _clutter_effect_pre_paint (ClutterEffect *effect);
|
|
|
|
void _clutter_effect_post_paint (ClutterEffect *effect);
|
2010-09-07 17:04:19 +00:00
|
|
|
gboolean _clutter_effect_get_paint_volume (ClutterEffect *effect,
|
2010-08-16 16:02:15 +00:00
|
|
|
ClutterPaintVolume *volume);
|
2010-04-08 09:55:15 +00:00
|
|
|
|
2010-09-17 11:09:56 +00:00
|
|
|
void _clutter_constraint_update_allocation (ClutterConstraint *constraint,
|
|
|
|
ClutterActor *actor,
|
|
|
|
ClutterActorBox *allocation);
|
|
|
|
|
2010-06-07 20:34:36 +00:00
|
|
|
GType _clutter_layout_manager_get_child_meta_type (ClutterLayoutManager *manager);
|
|
|
|
|
2010-06-14 17:01:17 +00:00
|
|
|
void _clutter_event_set_platform_data (ClutterEvent *event,
|
|
|
|
gpointer data);
|
|
|
|
gpointer _clutter_event_get_platform_data (const ClutterEvent *event);
|
|
|
|
|
event/x11: Rework the way we translate X11 events
This is a lump commit that is fairly difficult to break down without
either breaking bisecting or breaking the test cases.
The new design for handling X11 event translation works this way:
- ClutterBackend::translate_event() has been added as the central
point used by a ClutterBackend implementation to translate a
native event into a ClutterEvent;
- ClutterEventTranslator is a private interface that should be
implemented by backend-specific objects, like stage
implementations and ClutterDeviceManager sub-classes, and
allows dealing with class-specific event translation;
- ClutterStageX11 implements EventTranslator, and deals with the
stage-relative X11 events coming from the X11 event source;
- ClutterStageGLX overrides EventTranslator, in order to
deal with the INTEL_GLX_swap_event extension, and it chains up
to the X11 default implementation;
- ClutterDeviceManagerX11 has been split into two separate classes,
one that deals with core and (optionally) XI1 events, and the
other that deals with XI2 events; the selection is done at run-time,
since the core+XI1 and XI2 mechanisms are mutually exclusive.
All the other backends we officially support still use their own
custom event source and translation function, but the end goal is to
migrate them to the translate_event() virtual function, and have the
event source be a shared part of Clutter core.
2011-01-04 12:32:04 +00:00
|
|
|
void _clutter_event_push (const ClutterEvent *event,
|
|
|
|
gboolean do_copy);
|
|
|
|
|
2010-09-08 19:39:15 +00:00
|
|
|
void _clutter_util_fully_transform_vertices (const CoglMatrix *modelview,
|
|
|
|
const CoglMatrix *projection,
|
|
|
|
const int *viewport,
|
|
|
|
const ClutterVertex *vertices_in,
|
|
|
|
ClutterVertex *vertices_out,
|
|
|
|
int n_vertices);
|
2010-08-16 14:53:28 +00:00
|
|
|
|
2006-07-06 Emmanuele Bassi <ebassi@openedhand.com>
Big rework of the actor management semantics: now ClutterActor
objects behave like GtkObjects - that is they have an initial
"floating" reference that gets "sunk" when they are added to
a ClutterGroup. This makes a group responsible of de-allocating
each actor inside it, so you just have to destroy the group to
get every child actor destroyed. Also, now you can do:
clutter_group_add (group, clutter_video_texture_new ());
without having to care about reference counting and explicit
unreffing.
* clutter/clutter-private.h: Add private flags setter and
getter macros.
* clutter/clutter-actor.h:
* clutter/clutter-actor.c: Clean up; inherit from GInitiallyUnowned;
add a "visible" property; add the "destroy", "show" and "hide"
signals to ClutterActorClass.
(clutter_actor_show), (clutter_actor_hide): Refactor a bit; emit
the "show" and "hide" signals.
(clutter_actor_set_property), (clutter_actor_get_property),
(clutter_actor_class_init): Implement the "visible" property; add
signals.
(clutter_actor_finalize): Do not leak the actor's name, if it is
set.
(clutter_actor_dispose): Emit the "destroy" signal here.
(clutter_actor_init): Sink the initial floating flag if needed.
(clutter_actor_destroy): Add a function to explicitely destroy
a ClutterActor.
(clutter_actor_set_parent), (clutter_actor_get_parent),
(clutter_actor_unparent): Make set_parent require a valid parent;
add unparent; check on get_parent; ref_sink the actor when
setting its parent and unref it when unsetting it. Probably we'll
need a function that does reparenting as unparent+set_parent in
a single shot.
* clutter/clutter-group.h:
* clutter/clutter-group.c (clutter_group_dispose),
(clutter_group_finalize), (clutter_group_add),
(clutter_group_remove): Make the group destroy its children when
disposing it; clean up, and use the newly-available
clutter_actor_unparent().
* clutter/clutter-stage.h:
* clutter/clutter-stage.c (clutter_stage_init): ClutterStage is
a top-level actor; clean up.
* clutter/clutter-video-texture.h:
* clutter/clutter-video-texture.c: Clean up.
* examples/super-oh.c:
* examples/test.c:
* examples/video-player.c:
* examples/test-text.c:
* examples/video-cube.c: Remove the g_object_unref() call, as the
ClutterStage object is destroyed on clutter_main_quit().
2006-07-06 17:52:57 +00:00
|
|
|
G_END_DECLS
|
|
|
|
|
2010-10-21 11:16:05 +00:00
|
|
|
#endif /* __CLUTTER_PRIVATE_H__ */
|