mutter/clutter/clutter-layout-manager.h

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/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2009 Intel Corporation.
*
* 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, see <http://www.gnu.org/licenses/>.
*
* Author:
* Emmanuele Bassi <ebassi@linux.intel.com>
*/
#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <clutter/clutter.h> can be included directly."
#endif
#ifndef __CLUTTER_LAYOUT_MANAGER_H__
#define __CLUTTER_LAYOUT_MANAGER_H__
#include <clutter/clutter-actor.h>
#include <clutter/clutter-alpha.h>
#include <clutter/clutter-container.h>
#include <clutter/clutter-types.h>
G_BEGIN_DECLS
#define CLUTTER_TYPE_LAYOUT_MANAGER (clutter_layout_manager_get_type ())
#define CLUTTER_LAYOUT_MANAGER(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_LAYOUT_MANAGER, ClutterLayoutManager))
#define CLUTTER_IS_LAYOUT_MANAGER(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_LAYOUT_MANAGER))
#define CLUTTER_LAYOUT_MANAGER_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_LAYOUT_MANAGER, ClutterLayoutManagerClass))
#define CLUTTER_IS_LAYOUT_MANAGER_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_LAYOUT_MANAGER))
#define CLUTTER_LAYOUT_MANAGER_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_LAYOUT_MANAGER, ClutterLayoutManagerClass))
typedef struct _ClutterLayoutManager ClutterLayoutManager;
typedef struct _ClutterLayoutManagerClass ClutterLayoutManagerClass;
/**
* ClutterLayoutManager:
*
* The #ClutterLayoutManager structure contains only private data
* and should be accessed using the provided API
*
* Since: 1.2
*/
struct _ClutterLayoutManager
{
/*< private >*/
GInitiallyUnowned parent_instance;
/* padding for future expansion */
gpointer dummy;
};
/**
* ClutterLayoutManagerClass:
* @get_preferred_width: virtual function; override to provide a preferred
* width for the layout manager. See also the get_preferred_width()
* virtual function in #ClutterActor
* @get_preferred_height: virtual function; override to provide a preferred
* height for the layout manager. See also the get_preferred_height()
* virtual function in #ClutterActor
* @allocate: virtual function; override to allocate the children of the
* layout manager. See also the allocate() virtual function in
* #ClutterActor
* @set_container: virtual function; override to set a back pointer
* on the #ClutterContainer using the layout manager. The implementation
* should not take a reference on the container, but just take a weak
* reference, to avoid potential leaks due to reference cycles
* @get_child_meta_type: virtual function; override to return the #GType
* of the #ClutterLayoutMeta sub-class used by the #ClutterLayoutManager
* @create_child_meta: virtual function; override to create a
* #ClutterLayoutMeta instance associated to a #ClutterContainer and a
* child #ClutterActor, used to maintain layout manager specific properties
layout: Add animation support to LayoutManager In order to animate a fluid layout we cannot use the common animation code paths as they will override the size request and allocation paths that are handled by the layout manager itself. One way to introduce animations in the allocation sequence is to use a Timeline and an Alpha to compute a progress value and then use that value to interpolate an ActorBox between the initial and final states of the animation - with the initial state being the last allocation of the child prior to the animation start, and the final state the allocation of the child at the end; for every frame of the Timeline we then queue a relayout on the layout manager's container, which will result in an animation. ClutterLayoutManager is the most likely place to add a generic API for beginning and ending an animation, as well as the place to provide a default code path to create the ancillary Timeline and Alpha instances needed to drive the animation. A LayoutManager sub-class will need to: • call clutter_layout_manager_begin_animation() whenever it should animate between two states, for instance: whenever a layout property changes value; • eventually override begin_animation() and end_animation() in case further state needs to be set up, and then chain up to the default implementation provided by LayoutManager; • if a completely different implementation is required, the layout manager sub-class should override begin_animation(), end_animation() and get_animation_progress(). Inside the allocate() implementation the sub-class should also interpolate between the last known allocation of a child and the newly computed allocation.
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* @begin_animation: virtual function; override to control the animation
* of a #ClutterLayoutManager with the given duration and easing mode
* @end_animation: virtual function; override to end an animation started
* by clutter_layout_manager_begin_animation()
* @get_animation_progress: virtual function; override to control the
* progress of the animation of a #ClutterLayoutManager
* @layout_changed: class handler for the #ClutterLayoutManager::layout-changed
* signal
*
* The #ClutterLayoutManagerClass structure contains only private
* data and should be accessed using the provided API
*
* Since: 1.2
*/
struct _ClutterLayoutManagerClass
{
/*< private >*/
GInitiallyUnownedClass parent_class;
/*< public >*/
layout: Add animation support to LayoutManager In order to animate a fluid layout we cannot use the common animation code paths as they will override the size request and allocation paths that are handled by the layout manager itself. One way to introduce animations in the allocation sequence is to use a Timeline and an Alpha to compute a progress value and then use that value to interpolate an ActorBox between the initial and final states of the animation - with the initial state being the last allocation of the child prior to the animation start, and the final state the allocation of the child at the end; for every frame of the Timeline we then queue a relayout on the layout manager's container, which will result in an animation. ClutterLayoutManager is the most likely place to add a generic API for beginning and ending an animation, as well as the place to provide a default code path to create the ancillary Timeline and Alpha instances needed to drive the animation. A LayoutManager sub-class will need to: • call clutter_layout_manager_begin_animation() whenever it should animate between two states, for instance: whenever a layout property changes value; • eventually override begin_animation() and end_animation() in case further state needs to be set up, and then chain up to the default implementation provided by LayoutManager; • if a completely different implementation is required, the layout manager sub-class should override begin_animation(), end_animation() and get_animation_progress(). Inside the allocate() implementation the sub-class should also interpolate between the last known allocation of a child and the newly computed allocation.
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/* vfuncs, not signals */
void (* get_preferred_width) (ClutterLayoutManager *manager,
ClutterContainer *container,
gfloat for_height,
gfloat *min_width_p,
gfloat *nat_width_p);
layout: Add animation support to LayoutManager In order to animate a fluid layout we cannot use the common animation code paths as they will override the size request and allocation paths that are handled by the layout manager itself. One way to introduce animations in the allocation sequence is to use a Timeline and an Alpha to compute a progress value and then use that value to interpolate an ActorBox between the initial and final states of the animation - with the initial state being the last allocation of the child prior to the animation start, and the final state the allocation of the child at the end; for every frame of the Timeline we then queue a relayout on the layout manager's container, which will result in an animation. ClutterLayoutManager is the most likely place to add a generic API for beginning and ending an animation, as well as the place to provide a default code path to create the ancillary Timeline and Alpha instances needed to drive the animation. A LayoutManager sub-class will need to: • call clutter_layout_manager_begin_animation() whenever it should animate between two states, for instance: whenever a layout property changes value; • eventually override begin_animation() and end_animation() in case further state needs to be set up, and then chain up to the default implementation provided by LayoutManager; • if a completely different implementation is required, the layout manager sub-class should override begin_animation(), end_animation() and get_animation_progress(). Inside the allocate() implementation the sub-class should also interpolate between the last known allocation of a child and the newly computed allocation.
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void (* get_preferred_height) (ClutterLayoutManager *manager,
ClutterContainer *container,
gfloat for_width,
gfloat *min_height_p,
gfloat *nat_height_p);
layout: Add animation support to LayoutManager In order to animate a fluid layout we cannot use the common animation code paths as they will override the size request and allocation paths that are handled by the layout manager itself. One way to introduce animations in the allocation sequence is to use a Timeline and an Alpha to compute a progress value and then use that value to interpolate an ActorBox between the initial and final states of the animation - with the initial state being the last allocation of the child prior to the animation start, and the final state the allocation of the child at the end; for every frame of the Timeline we then queue a relayout on the layout manager's container, which will result in an animation. ClutterLayoutManager is the most likely place to add a generic API for beginning and ending an animation, as well as the place to provide a default code path to create the ancillary Timeline and Alpha instances needed to drive the animation. A LayoutManager sub-class will need to: • call clutter_layout_manager_begin_animation() whenever it should animate between two states, for instance: whenever a layout property changes value; • eventually override begin_animation() and end_animation() in case further state needs to be set up, and then chain up to the default implementation provided by LayoutManager; • if a completely different implementation is required, the layout manager sub-class should override begin_animation(), end_animation() and get_animation_progress(). Inside the allocate() implementation the sub-class should also interpolate between the last known allocation of a child and the newly computed allocation.
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void (* allocate) (ClutterLayoutManager *manager,
ClutterContainer *container,
const ClutterActorBox *allocation,
ClutterAllocationFlags flags);
void (* set_container) (ClutterLayoutManager *manager,
ClutterContainer *container);
GType (* get_child_meta_type) (ClutterLayoutManager *manager);
ClutterLayoutMeta *(* create_child_meta) (ClutterLayoutManager *manager,
ClutterContainer *container,
ClutterActor *actor);
ClutterAlpha * (* begin_animation) (ClutterLayoutManager *manager,
layout: Add animation support to LayoutManager In order to animate a fluid layout we cannot use the common animation code paths as they will override the size request and allocation paths that are handled by the layout manager itself. One way to introduce animations in the allocation sequence is to use a Timeline and an Alpha to compute a progress value and then use that value to interpolate an ActorBox between the initial and final states of the animation - with the initial state being the last allocation of the child prior to the animation start, and the final state the allocation of the child at the end; for every frame of the Timeline we then queue a relayout on the layout manager's container, which will result in an animation. ClutterLayoutManager is the most likely place to add a generic API for beginning and ending an animation, as well as the place to provide a default code path to create the ancillary Timeline and Alpha instances needed to drive the animation. A LayoutManager sub-class will need to: • call clutter_layout_manager_begin_animation() whenever it should animate between two states, for instance: whenever a layout property changes value; • eventually override begin_animation() and end_animation() in case further state needs to be set up, and then chain up to the default implementation provided by LayoutManager; • if a completely different implementation is required, the layout manager sub-class should override begin_animation(), end_animation() and get_animation_progress(). Inside the allocate() implementation the sub-class should also interpolate between the last known allocation of a child and the newly computed allocation.
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guint duration,
gulong mode);
gdouble (* get_animation_progress) (ClutterLayoutManager *manager);
void (* end_animation) (ClutterLayoutManager *manager);
/* signals */
void (* layout_changed) (ClutterLayoutManager *manager);
/*< private >*/
/* padding for future expansion */
void (* _clutter_padding_1) (void);
void (* _clutter_padding_2) (void);
void (* _clutter_padding_3) (void);
void (* _clutter_padding_4) (void);
void (* _clutter_padding_5) (void);
void (* _clutter_padding_6) (void);
void (* _clutter_padding_7) (void);
void (* _clutter_padding_8) (void);
};
GType clutter_layout_manager_get_type (void) G_GNUC_CONST;
void clutter_layout_manager_get_preferred_width (ClutterLayoutManager *manager,
ClutterContainer *container,
gfloat for_height,
gfloat *min_width_p,
gfloat *nat_width_p);
void clutter_layout_manager_get_preferred_height (ClutterLayoutManager *manager,
ClutterContainer *container,
gfloat for_width,
gfloat *min_height_p,
gfloat *nat_height_p);
void clutter_layout_manager_allocate (ClutterLayoutManager *manager,
ClutterContainer *container,
const ClutterActorBox *allocation,
ClutterAllocationFlags flags);
void clutter_layout_manager_set_container (ClutterLayoutManager *manager,
ClutterContainer *container);
void clutter_layout_manager_layout_changed (ClutterLayoutManager *manager);
GParamSpec * clutter_layout_manager_find_child_property (ClutterLayoutManager *manager,
const gchar *name);
GParamSpec ** clutter_layout_manager_list_child_properties (ClutterLayoutManager *manager,
guint *n_pspecs);
ClutterLayoutMeta *clutter_layout_manager_get_child_meta (ClutterLayoutManager *manager,
ClutterContainer *container,
ClutterActor *actor);
void clutter_layout_manager_child_set (ClutterLayoutManager *manager,
ClutterContainer *container,
ClutterActor *actor,
const gchar *first_property,
...) G_GNUC_NULL_TERMINATED;
void clutter_layout_manager_child_get (ClutterLayoutManager *manager,
ClutterContainer *container,
ClutterActor *actor,
const gchar *first_property,
...) G_GNUC_NULL_TERMINATED;
void clutter_layout_manager_child_set_property (ClutterLayoutManager *manager,
ClutterContainer *container,
ClutterActor *actor,
const gchar *property_name,
const GValue *value);
void clutter_layout_manager_child_get_property (ClutterLayoutManager *manager,
ClutterContainer *container,
ClutterActor *actor,
const gchar *property_name,
GValue *value);
ClutterAlpha * clutter_layout_manager_begin_animation (ClutterLayoutManager *manager,
layout: Add animation support to LayoutManager In order to animate a fluid layout we cannot use the common animation code paths as they will override the size request and allocation paths that are handled by the layout manager itself. One way to introduce animations in the allocation sequence is to use a Timeline and an Alpha to compute a progress value and then use that value to interpolate an ActorBox between the initial and final states of the animation - with the initial state being the last allocation of the child prior to the animation start, and the final state the allocation of the child at the end; for every frame of the Timeline we then queue a relayout on the layout manager's container, which will result in an animation. ClutterLayoutManager is the most likely place to add a generic API for beginning and ending an animation, as well as the place to provide a default code path to create the ancillary Timeline and Alpha instances needed to drive the animation. A LayoutManager sub-class will need to: • call clutter_layout_manager_begin_animation() whenever it should animate between two states, for instance: whenever a layout property changes value; • eventually override begin_animation() and end_animation() in case further state needs to be set up, and then chain up to the default implementation provided by LayoutManager; • if a completely different implementation is required, the layout manager sub-class should override begin_animation(), end_animation() and get_animation_progress(). Inside the allocate() implementation the sub-class should also interpolate between the last known allocation of a child and the newly computed allocation.
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guint duration,
gulong mode);
void clutter_layout_manager_end_animation (ClutterLayoutManager *manager);
gdouble clutter_layout_manager_get_animation_progress (ClutterLayoutManager *manager);
G_END_DECLS
#endif /* __CLUTTER_LAYOUT_MANAGER_H__ */