2006-06-13 13:17:45 +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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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifndef _HAVE_CLUTTER_ACTOR_H
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#define _HAVE_CLUTTER_ACTOR_H
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/* clutter-actor.h */
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#include <glib-object.h>
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2007-05-22 09:31:40 +00:00
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#include <clutter/clutter-fixed.h>
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2007-05-25 12:07:24 +00:00
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#include <clutter/clutter-units.h>
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2007-05-28 18:49:34 +00:00
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#include <clutter/clutter-color.h>
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2006-08-29 19:09:43 +00:00
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2006-06-13 13:17:45 +00:00
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G_BEGIN_DECLS
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#define CLUTTER_TYPE_GEOMETRY (clutter_geometry_get_type ())
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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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2006-12-12 20:20:04 +00:00
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#define CLUTTER_ACTOR_SET_FLAGS(e,f) ((e)->flags |= (f))
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#define CLUTTER_ACTOR_UNSET_FLAGS(e,f) ((e)->flags &= ~(f))
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2006-06-13 13:17:45 +00:00
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2006-12-12 20:20:04 +00:00
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#define CLUTTER_ACTOR_IS_MAPPED(e) ((e)->flags & CLUTTER_ACTOR_MAPPED)
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#define CLUTTER_ACTOR_IS_REALIZED(e) ((e)->flags & CLUTTER_ACTOR_REALIZED)
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#define CLUTTER_ACTOR_IS_VISIBLE(e) (CLUTTER_ACTOR_IS_MAPPED (e) && \
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CLUTTER_ACTOR_IS_REALIZED (e))
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2006-06-13 13:17:45 +00:00
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2007-05-18 07:30:06 +00:00
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typedef enum { /*< prefix=CLUTTER_GRAVITY >*/
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CLUTTER_GRAVITY_NONE = 0,
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CLUTTER_GRAVITY_NORTH,
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CLUTTER_GRAVITY_NORTH_EAST,
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CLUTTER_GRAVITY_EAST,
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CLUTTER_GRAVITY_SOUTH_EAST,
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CLUTTER_GRAVITY_SOUTH,
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CLUTTER_GRAVITY_SOUTH_WEST,
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CLUTTER_GRAVITY_WEST,
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CLUTTER_GRAVITY_NORTH_WEST,
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CLUTTER_GRAVITY_CENTER
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} ClutterGravity;
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2006-06-13 13:17:45 +00:00
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typedef struct _ClutterActor ClutterActor;
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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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2006-12-12 20:20:04 +00:00
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typedef struct _ClutterGeometry ClutterGeometry;
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2007-06-12 11:42:29 +00:00
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typedef struct _ClutterVertex ClutterVertex;
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2006-06-13 13:17:45 +00:00
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typedef void (*ClutterCallback) (ClutterActor *actor, gpointer data);
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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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#define CLUTTER_CALLBACK(f) ((ClutterCallback) (f))
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2006-06-13 13:17:45 +00:00
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struct _ClutterGeometry
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2006-08-29 19:09:43 +00:00
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{
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/* FIXME:
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* It is likely gonna save a load of pain if we make
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* x,y unsigned...
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2007-05-22 09:31:40 +00:00
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*
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* No, no, no, usigned is evil; we should make width and height signed.
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*/
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gint x;
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gint y;
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guint width;
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guint height;
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2006-06-13 13:17:45 +00:00
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};
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GType clutter_geometry_get_type (void) G_GNUC_CONST;
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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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} ClutterActorFlags;
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2007-05-25 12:07:24 +00:00
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struct _ClutterActorBox { ClutterUnit x1, y1, x2, y2; };
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2006-06-13 13:17:45 +00:00
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GType clutter_actor_box_get_type (void) G_GNUC_CONST;
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2007-06-12 11:42:29 +00:00
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struct _ClutterVertex
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2007-05-31 09:29:12 +00:00
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{
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2007-06-12 11:42:29 +00:00
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ClutterUnit x;
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ClutterUnit y;
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ClutterUnit z;
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2007-05-31 09:29:12 +00:00
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};
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GType clutter_vertices_get_type (void) G_GNUC_CONST;
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2006-06-13 13:17:45 +00:00
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struct _ClutterActor
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{
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/*< public >*/
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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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GObject parent_instance;
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guint32 flags;
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2006-06-13 13:17:45 +00:00
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/*< private >*/
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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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guint32 private_flags;
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ClutterActorPrivate *priv;
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2006-06-13 13:17:45 +00:00
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};
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struct _ClutterActorClass
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{
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GObjectClass parent_class;
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2007-05-18 07:30:06 +00:00
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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 (* request_coords) (ClutterActor *actor,
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2007-05-22 09:31:40 +00:00
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ClutterActorBox *box);
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2007-06-13 23:24:59 +00:00
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void (* query_coords) (ClutterActor *actor,
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2007-05-22 09:31:40 +00:00
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ClutterActorBox *box);
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2007-05-18 07:30:06 +00:00
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void (* set_depth) (ClutterActor *actor,
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gint depth);
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gint (* get_depth) (ClutterActor *actor);
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void (* parent_set) (ClutterActor *actor,
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ClutterActor *old_parent);
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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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2007-05-28 18:49:34 +00:00
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void (* destroy) (ClutterActor *actor);
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2007-06-14 15:29:52 +00:00
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void (* pick) (ClutterActor *actor,
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const ClutterColor *color);
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2006-06-22 12:05:51 +00:00
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2007-06-16 21:15:31 +00:00
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/*< private >*/
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2006-06-22 12:05:51 +00:00
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/* padding for future expansion */
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2007-06-16 21:15:31 +00:00
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gpointer _padding_dummy[32];
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2006-06-13 13:17:45 +00:00
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};
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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
|
|
|
GType clutter_actor_get_type (void) G_GNUC_CONST;
|
|
|
|
void clutter_actor_show (ClutterActor *self);
|
2006-12-12 20:20:04 +00:00
|
|
|
void clutter_actor_show_all (ClutterActor *self);
|
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
|
|
|
void clutter_actor_hide (ClutterActor *self);
|
2006-12-12 20:20:04 +00:00
|
|
|
void clutter_actor_hide_all (ClutterActor *self);
|
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
|
|
|
void clutter_actor_realize (ClutterActor *self);
|
|
|
|
void clutter_actor_unrealize (ClutterActor *self);
|
|
|
|
void clutter_actor_paint (ClutterActor *self);
|
2007-05-28 18:49:34 +00:00
|
|
|
void clutter_actor_pick (ClutterActor *actor,
|
|
|
|
const ClutterColor *color);
|
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
|
|
|
void clutter_actor_queue_redraw (ClutterActor *self);
|
|
|
|
void clutter_actor_destroy (ClutterActor *self);
|
|
|
|
void clutter_actor_request_coords (ClutterActor *self,
|
|
|
|
ClutterActorBox *box);
|
2007-06-13 23:24:59 +00:00
|
|
|
void clutter_actor_query_coords (ClutterActor *self,
|
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
|
|
|
ClutterActorBox *box);
|
|
|
|
void clutter_actor_set_geometry (ClutterActor *self,
|
|
|
|
const ClutterGeometry *geometry);
|
|
|
|
void clutter_actor_get_geometry (ClutterActor *self,
|
|
|
|
ClutterGeometry *geometry);
|
|
|
|
void clutter_actor_get_coords (ClutterActor *self,
|
|
|
|
gint *x1,
|
|
|
|
gint *y1,
|
|
|
|
gint *x2,
|
|
|
|
gint *y2);
|
|
|
|
void clutter_actor_set_size (ClutterActor *self,
|
|
|
|
gint width,
|
|
|
|
gint height);
|
|
|
|
void clutter_actor_set_position (ClutterActor *self,
|
|
|
|
gint x,
|
|
|
|
gint y);
|
|
|
|
void clutter_actor_get_abs_position (ClutterActor *self,
|
|
|
|
gint *x,
|
|
|
|
gint *y);
|
|
|
|
guint clutter_actor_get_width (ClutterActor *self);
|
|
|
|
guint clutter_actor_get_height (ClutterActor *self);
|
2007-01-04 19:56:01 +00:00
|
|
|
|
|
|
|
void clutter_actor_set_width (ClutterActor *self,
|
|
|
|
guint width);
|
|
|
|
|
|
|
|
void clutter_actor_set_height (ClutterActor *self,
|
|
|
|
guint height);
|
|
|
|
|
|
|
|
|
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
|
|
|
gint clutter_actor_get_x (ClutterActor *self);
|
|
|
|
gint clutter_actor_get_y (ClutterActor *self);
|
|
|
|
void clutter_actor_rotate_x (ClutterActor *self,
|
|
|
|
gfloat angle,
|
|
|
|
gint y,
|
|
|
|
gint z);
|
|
|
|
void clutter_actor_rotate_y (ClutterActor *self,
|
|
|
|
gfloat angle,
|
|
|
|
gint x,
|
|
|
|
gint z);
|
|
|
|
void clutter_actor_rotate_z (ClutterActor *self,
|
|
|
|
gfloat angle,
|
|
|
|
gint x,
|
|
|
|
gint y);
|
|
|
|
void clutter_actor_set_opacity (ClutterActor *self,
|
|
|
|
guint8 opacity);
|
|
|
|
guint8 clutter_actor_get_opacity (ClutterActor *self);
|
|
|
|
void clutter_actor_set_name (ClutterActor *self,
|
|
|
|
const gchar *name);
|
|
|
|
G_CONST_RETURN gchar *clutter_actor_get_name (ClutterActor *self);
|
|
|
|
guint32 clutter_actor_get_id (ClutterActor *self);
|
|
|
|
void clutter_actor_set_clip (ClutterActor *self,
|
|
|
|
gint xoff,
|
|
|
|
gint yoff,
|
|
|
|
gint width,
|
|
|
|
gint height);
|
|
|
|
void clutter_actor_remove_clip (ClutterActor *self);
|
2006-07-06 18:12:19 +00:00
|
|
|
gboolean clutter_actor_has_clip (ClutterActor *self);
|
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
|
|
|
void clutter_actor_set_parent (ClutterActor *self,
|
|
|
|
ClutterActor *parent);
|
|
|
|
ClutterActor * clutter_actor_get_parent (ClutterActor *self);
|
|
|
|
void clutter_actor_reparent (ClutterActor *self,
|
|
|
|
ClutterActor *new_parent);
|
|
|
|
void clutter_actor_unparent (ClutterActor *self);
|
|
|
|
void clutter_actor_raise (ClutterActor *self,
|
|
|
|
ClutterActor *below);
|
|
|
|
void clutter_actor_lower (ClutterActor *self,
|
|
|
|
ClutterActor *above);
|
|
|
|
void clutter_actor_raise_top (ClutterActor *self);
|
|
|
|
void clutter_actor_lower_bottom (ClutterActor *self);
|
|
|
|
void clutter_actor_set_depth (ClutterActor *self,
|
|
|
|
gint depth);
|
|
|
|
gint clutter_actor_get_depth (ClutterActor *self);
|
2006-11-17 18:45:31 +00:00
|
|
|
void clutter_actor_set_scalex (ClutterActor *self,
|
|
|
|
ClutterFixed scale_x,
|
|
|
|
ClutterFixed scale_y);
|
|
|
|
void clutter_actor_set_scale (ClutterActor *self,
|
|
|
|
gdouble scale_x,
|
|
|
|
gdouble scale_y);
|
|
|
|
void clutter_actor_get_scalex (ClutterActor *self,
|
|
|
|
ClutterFixed *scale_x,
|
|
|
|
ClutterFixed *scale_y);
|
|
|
|
void clutter_actor_get_scale (ClutterActor *self,
|
|
|
|
gdouble *scale_x,
|
|
|
|
gdouble *scale_y);
|
2007-05-18 07:30:06 +00:00
|
|
|
|
2007-05-25 12:07:24 +00:00
|
|
|
void clutter_actor_set_scale_with_gravityx (ClutterActor *self,
|
|
|
|
ClutterFixed scale_x,
|
|
|
|
ClutterFixed scale_y,
|
|
|
|
ClutterGravity gravity);
|
|
|
|
|
|
|
|
void clutter_actor_set_scale_with_gravity (ClutterActor *self,
|
|
|
|
gfloat scale_x,
|
|
|
|
gfloat scale_y,
|
|
|
|
ClutterGravity gravity);
|
2007-05-18 07:30:06 +00:00
|
|
|
|
2006-11-17 18:45:31 +00:00
|
|
|
void clutter_actor_get_abs_size (ClutterActor *self,
|
|
|
|
guint *width,
|
|
|
|
guint *height);
|
|
|
|
void clutter_actor_get_size (ClutterActor *self,
|
|
|
|
guint *width,
|
|
|
|
guint *height);
|
|
|
|
void clutter_actor_move_by (ClutterActor *self,
|
|
|
|
gint dx,
|
|
|
|
gint dy);
|
2006-11-15 21:19:01 +00:00
|
|
|
|
2007-06-12 11:42:29 +00:00
|
|
|
void clutter_actor_project_vertices (ClutterActor *self,
|
|
|
|
ClutterVertex verts[4]);
|
2007-05-31 09:38:57 +00:00
|
|
|
|
2007-06-12 11:42:29 +00:00
|
|
|
void clutter_actor_project_point (ClutterActor *actor,
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ClutterUnit *x,
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ClutterUnit *y,
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ClutterUnit *z);
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2007-05-31 17:11:09 +00:00
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2006-06-13 13:17:45 +00:00
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G_END_DECLS
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2006-11-17 18:45:31 +00:00
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#endif /* _HAVE_CLUTTER_ACTOR_H */
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