mutter/clutter/clutter-private.h

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/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifndef _HAVE_CLUTTER_PRIVATE_H
#define _HAVE_CLUTTER_PRIVATE_H
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef HAVE_UNISTD_H
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#include <unistd.h>
#endif
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#include <math.h>
#include <glib.h>
#include "pango/cogl-pango.h"
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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#include "clutter-backend.h"
#include "clutter-device-manager.h"
#include "clutter-event.h"
#include "clutter-feature.h"
#include "clutter-id-pool.h"
#include "clutter-master-clock.h"
#include "clutter-stage-manager.h"
#include "clutter-stage-window.h"
#include "clutter-stage.h"
#include "clutter-timeline.h"
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +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().
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G_BEGIN_DECLS
typedef struct _ClutterMainContext ClutterMainContext;
typedef enum {
CLUTTER_ACTOR_UNUSED_FLAG = 0,
CLUTTER_ACTOR_IN_DESTRUCTION = 1 << 0,
CLUTTER_ACTOR_IS_TOPLEVEL = 1 << 1,
CLUTTER_ACTOR_IN_REPARENT = 1 << 2,
/* Used by the stage to indicate GL viewport / perspective etc needs
* (re)setting.
*/
CLUTTER_ACTOR_SYNC_MATRICES = 1 << 3,
/* Used to avoid recursion */
CLUTTER_ACTOR_IN_PAINT = 1 << 4,
/* Used to avoid recursion */
CLUTTER_ACTOR_IN_RELAYOUT = 1 << 5,
/* Used by the stage if resizing is an asynchronous operation (like on
* X11) to delay queueing relayouts until we got a notification from the
* event handling
*/
CLUTTER_STAGE_IN_RESIZE = 1 << 6,
/* a flag for internal children of Containers */
CLUTTER_ACTOR_INTERNAL_CHILD = 1 << 7
} ClutterPrivateFlags;
struct _ClutterInputDevice
{
GObject parent_instance;
gint id;
ClutterInputDeviceType device_type;
gchar *device_name;
/* the actor underneath the pointer */
ClutterActor *cursor_actor;
/* the actor that has a grab in place for the device */
ClutterActor *pointer_grab_actor;
/* the current click count */
gint click_count;
/* the stage the device is on */
ClutterStage *stage;
/* the current state */
gint current_x;
gint current_y;
guint32 current_time;
gint current_button_number;
ClutterModifierType current_state;
/* the previous state, used for click count generation */
gint previous_x;
gint previous_y;
guint32 previous_time;
gint previous_button_number;
ClutterModifierType previous_state;
};
struct _ClutterStageManager
{
GObject parent_instance;
GSList *stages;
};
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.
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struct _ClutterMainContext
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{
ClutterBackend *backend; /* holds a pointer to the windowing
system backend */
GQueue *events_queue; /* the main event queue */
guint is_initialized : 1;
guint motion_events_per_actor : 1;/* set for enter/leave events */
guint defer_display_setup : 1;
guint options_parsed : 1;
GTimer *timer; /* Used for debugging scheduler */
ClutterPickMode pick_mode; /* Indicates pick render mode */
gint num_reactives; /* Num of reactive actors */
ClutterIDPool *id_pool; /* mapping between reused integer ids
* and actors
*/
guint frame_rate; /* Default FPS */
ClutterActor *pointer_grab_actor; /* The actor having the pointer grab
* (or NULL if there is no pointer grab
*/
ClutterActor *keyboard_grab_actor; /* The actor having the pointer grab
* (or NULL if there is no pointer
* grab)
*/
GSList *shaders; /* stack of overridden shaders */
ClutterActor *motion_last_actor;
/* fb bit masks for col<->id mapping in picking */
gint fb_r_mask, fb_g_mask, fb_b_mask;
gint fb_r_mask_used, fb_g_mask_used, fb_b_mask_used;
PangoContext *pango_context; /* Global Pango context */
CoglPangoFontMap *font_map; /* Global font map */
ClutterEvent *current_event;
guint32 last_event_time;
gulong redraw_count;
GList *repaint_funcs;
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.
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};
#define CLUTTER_CONTEXT() (_clutter_context_get_default ())
ClutterMainContext *_clutter_context_get_default (void);
gboolean _clutter_context_is_initialized (void);
PangoContext *_clutter_context_create_pango_context (ClutterMainContext *self);
PangoContext *_clutter_context_get_pango_context (ClutterMainContext *self);
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#define CLUTTER_PRIVATE_FLAGS(a) (((ClutterActor *) (a))->private_flags)
#define CLUTTER_SET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) |= (f))
#define CLUTTER_UNSET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) &= ~(f))
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().
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#define CLUTTER_PARAM_READABLE \
G_PARAM_READABLE | G_PARAM_STATIC_NAME | G_PARAM_STATIC_NICK | G_PARAM_STATIC_BLURB
#define CLUTTER_PARAM_WRITABLE \
G_PARAM_WRITABLE | G_PARAM_STATIC_NAME | G_PARAM_STATIC_NICK | G_PARAM_STATIC_BLURB
#define CLUTTER_PARAM_READWRITE \
G_PARAM_READABLE | G_PARAM_WRITABLE | G_PARAM_STATIC_NAME | G_PARAM_STATIC_NICK |G_PARAM_STATIC_BLURB
#define I_(str) (g_intern_static_string ((str)))
/* device manager */
void _clutter_device_manager_add_device (ClutterDeviceManager *device_manager,
ClutterInputDevice *device);
void _clutter_device_manager_remove_device (ClutterDeviceManager *device_manager,
ClutterInputDevice *device);
void _clutter_device_manager_update_devices (ClutterDeviceManager *device_manager);
/* input device */
void _clutter_input_device_set_coords (ClutterInputDevice *device,
gint x,
gint y);
void _clutter_input_device_set_state (ClutterInputDevice *device,
ClutterModifierType state);
void _clutter_input_device_set_time (ClutterInputDevice *device,
guint32 time_);
void _clutter_input_device_set_stage (ClutterInputDevice *device,
ClutterStage *stage);
void _clutter_input_device_set_actor (ClutterInputDevice *device,
ClutterActor *actor);
ClutterActor *_clutter_input_device_update (ClutterInputDevice *device);
/* stage manager */
void _clutter_stage_manager_add_stage (ClutterStageManager *stage_manager,
ClutterStage *stage);
void _clutter_stage_manager_remove_stage (ClutterStageManager *stage_manager,
ClutterStage *stage);
/* stage */
2008-06-10 Emmanuele Bassi <ebassi@openedhand.com> Bug #815 - Split up request, allocation, and paint box * clutter/clutter-actor.[ch]: Rework the size allocation, request and paint area. Now ::request_coords() is called ::allocate(), and ::query_coords() has been split into ::get_preferred_width() and ::get_preferred_height(). See the documentation and the layout test on how to implement a container and layout manager with the new API. (#915, based on a patch by Havoc Pennington, Lucas Rocha and Johan Bilien) * clutter/clutter-clone-texture.c: Port CloneTexture to the new size negotiation API; it just means forwarding the requests to the parent texture. * clutter/clutter-deprecated.h: Add deprecated and replaced API. * clutter/clutter-entry.c: Port Entry to the new size negotiation API. * clutter/clutter-group.c: Port Group to the new size negotiation API; the semantics of the Group actor do not change. * clutter/clutter-label.c: Port Label to the new size negotiation API, and vastly simplify the code. * clutter/clutter-main.[ch]: Add API for executing a relayout when needed. * clutter/clutter-private.h: Add new Stage private API. * clutter/clutter-rectangle.c: Update the get_abs_opacity() call to get_paint_opacity(). * clutter/clutter-stage.c: (clutter_stage_get_preferred_width), (clutter_stage_get_preferred_height), (clutter_stage_allocate), (clutter_stage_class_init): Port Stage to the new size negotiation API. * clutter/clutter-texture.c: Port Texture to the new size negotiation API. * clutter/clutter-types.h: Add ClutterRequestMode enumeration. * clutter/x11/clutter-stage-x11.c: Port the X11 stage implementation to the new size negotiation API. * tests/Makefile.am: Add the layout manager test case. * tests/test-opacity.c: Update. * tests/test-project.c: Update. * tests/test-layout.c: Test case for a layout manager implemented using the new size negotiation API; the layout manager handles both transformed and untransformed children.
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void _clutter_stage_set_window (ClutterStage *stage,
ClutterStageWindow *stage_window);
ClutterStageWindow *_clutter_stage_get_window (ClutterStage *stage);
ClutterStageWindow *_clutter_stage_get_default_window (void);
void _clutter_stage_maybe_setup_viewport (ClutterStage *stage);
void _clutter_stage_maybe_relayout (ClutterActor *stage);
gboolean _clutter_stage_needs_update (ClutterStage *stage);
gboolean _clutter_stage_do_update (ClutterStage *stage);
void _clutter_stage_queue_event (ClutterStage *stage,
ClutterEvent *event);
gboolean _clutter_stage_has_queued_events (ClutterStage *stage);
void _clutter_stage_process_queued_events (ClutterStage *stage);
void _clutter_stage_update_input_devices (ClutterStage *stage);
int _clutter_stage_get_pending_swaps (ClutterStage *stage);
/* vfuncs implemented by backend */
GType _clutter_backend_impl_get_type (void);
void _clutter_backend_redraw (ClutterBackend *backend,
ClutterStage *stage);
ClutterStageWindow *_clutter_backend_create_stage (ClutterBackend *backend,
ClutterStage *wrapper,
GError **error);
void _clutter_backend_ensure_context (ClutterBackend *backend,
ClutterStage *stage);
void _clutter_backend_ensure_context_internal
(ClutterBackend *backend,
ClutterStage *stage);
gboolean _clutter_backend_create_context (ClutterBackend *backend,
GError **error);
void _clutter_backend_add_options (ClutterBackend *backend,
GOptionGroup *group);
gboolean _clutter_backend_pre_parse (ClutterBackend *backend,
GError **error);
gboolean _clutter_backend_post_parse (ClutterBackend *backend,
GError **error);
void _clutter_backend_init_events (ClutterBackend *backend);
ClutterFeatureFlags _clutter_backend_get_features (ClutterBackend *backend);
gfloat _clutter_backend_get_units_per_em (ClutterBackend *backend,
PangoFontDescription *font_desc);
void _clutter_feature_init (void);
/* Reinjecting queued events for processing */
void _clutter_process_event (ClutterEvent *event);
/* 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
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ClutterActor *_clutter_do_pick (ClutterStage *stage,
gint x,
gint y,
ClutterPickMode mode);
/* the actual redraw */
void _clutter_do_redraw (ClutterStage *stage);
guint _clutter_pixel_to_id (guchar pixel[4]);
void _clutter_id_to_color (guint id, ClutterColor *col);
/* 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
*/
gboolean _clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
GValue *return_accu,
const GValue *handler_return,
gpointer dummy);
void _clutter_actor_apply_modelview_transform_recursive (ClutterActor *self,
ClutterActor *ancestor);
Enforce invariants on mapped, realized, visibility states Bug 1138 - No trackable "mapped" state * Add a VISIBLE flag tracking application programmer's expected showing-state for the actor, allowing us to always ensure we keep what the app wants while tracking internal implementation state separately. * Make MAPPED reflect whether the actor will be painted; add notification on a ClutterActor::mapped property. Keep MAPPED state updated as the actor is shown, ancestors are shown, actor is reparented, etc. * Require a stage and realized parents to realize; this means at realization time the correct window system and GL resources are known. But unparented actors can no longer be realized. * Allow children to be unrealized even if parent is realized. Otherwise in effect either all actors or no actors are realized, i.e. it becomes a stage-global flag. * Allow clutter_actor_realize() to "fail" if not inside a toplevel * Rework clutter_actor_unrealize() so internally we have a flavor that does not mess with visibility flag * Add _clutter_actor_rerealize() to encapsulate a somewhat tricky operation we were doing in a couple of places * Do not realize/unrealize children in ClutterGroup, ClutterActor already does it * Do not realize impl by hand in clutter_stage_show(), since showing impl already does that * Do not unrealize in various dispose() methods, since ClutterActor dispose implementation already does it and chaining up is mandatory * ClutterTexture uses COGL while unrealizable (before it's added to a stage). Previously this breakage was affecting ClutterActor because we had to allow realize outside a stage. Move the breakage to ClutterTexture, by making ClutterTexture just use COGL while not realized. * Unrealize before we set parent to NULL in clutter_actor_unparent(). This means unrealize() implementations can get to the stage. Because actors need the stage in order to detach from stage. * Update clutter-actor-invariants.txt to reflect latest changes * Remove explicit hide/unrealize from ClutterActor::dispose since unparent already forces those Instead just assert that unparent() occurred and did the right thing. * Check whether parent implements unrealize before chaining up Needed because ClutterGroup no longer has to implement unrealize. * Perform unrealize in the default handler for the signal. This allows non-containers that have children to work properly, and allows containers to override how it's done. * Add map/unmap virtual methods and set MAPPED flag on self and children in there. This allows subclasses to hook map/unmap. These are not signals, because notify::mapped is better for anything it's legitimate for a non-subclass to do. Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-04-02 13:16:43 +00:00
void _clutter_actor_rerealize (ClutterActor *self,
ClutterCallback callback,
void *data);
void _clutter_actor_set_opacity_parent (ClutterActor *self,
ClutterActor *parent);
void _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
gboolean enable);
void _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
gboolean enable);
void _clutter_actor_set_has_pointer (ClutterActor *self,
gboolean has_pointer);
void _clutter_run_repaint_functions (void);
gint32 _clutter_backend_get_units_serial (ClutterBackend *backend);
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
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
#endif /* _HAVE_CLUTTER_PRIVATE_H */