2006-05-29 08:59:36 +00:00
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/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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2010-03-01 12:56:10 +00:00
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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2006-05-29 08:59:36 +00:00
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*/
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2010-03-01 11:12:16 +00:00
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#ifndef __CLUTTER_PRIVATE_H__
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#define __CLUTTER_PRIVATE_H__
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2006-05-29 08:59:36 +00:00
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#include <glib.h>
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2010-06-03 11:56:17 +00:00
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#include <glib/gi18n-lib.h>
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2008-12-22 13:24:52 +00:00
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#include "pango/cogl-pango.h"
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2007-03-22 18:21:59 +00:00
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#include "clutter-backend.h"
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2010-04-08 09:55:15 +00:00
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#include "clutter-effect.h"
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2008-04-04 15:02:11 +00:00
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#include "clutter-event.h"
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2007-05-16 09:08:30 +00:00
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#include "clutter-feature.h"
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2008-03-07 17:34:40 +00:00
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#include "clutter-id-pool.h"
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2010-06-07 20:34:36 +00:00
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#include "clutter-layout-manager.h"
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2009-05-07 18:07:21 +00:00
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#include "clutter-master-clock.h"
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2010-06-21 14:42:20 +00:00
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#include "clutter-settings.h"
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2008-04-04 15:02:11 +00:00
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#include "clutter-stage.h"
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2007-03-22 18:21:59 +00:00
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2006-07-06 Emmanuele Bassi <ebassi@openedhand.com>
Big rework of the actor management semantics: now ClutterActor
objects behave like GtkObjects - that is they have an initial
"floating" reference that gets "sunk" when they are added to
a ClutterGroup. This makes a group responsible of de-allocating
each actor inside it, so you just have to destroy the group to
get every child actor destroyed. Also, now you can do:
clutter_group_add (group, clutter_video_texture_new ());
without having to care about reference counting and explicit
unreffing.
* clutter/clutter-private.h: Add private flags setter and
getter macros.
* clutter/clutter-actor.h:
* clutter/clutter-actor.c: Clean up; inherit from GInitiallyUnowned;
add a "visible" property; add the "destroy", "show" and "hide"
signals to ClutterActorClass.
(clutter_actor_show), (clutter_actor_hide): Refactor a bit; emit
the "show" and "hide" signals.
(clutter_actor_set_property), (clutter_actor_get_property),
(clutter_actor_class_init): Implement the "visible" property; add
signals.
(clutter_actor_finalize): Do not leak the actor's name, if it is
set.
(clutter_actor_dispose): Emit the "destroy" signal here.
(clutter_actor_init): Sink the initial floating flag if needed.
(clutter_actor_destroy): Add a function to explicitely destroy
a ClutterActor.
(clutter_actor_set_parent), (clutter_actor_get_parent),
(clutter_actor_unparent): Make set_parent require a valid parent;
add unparent; check on get_parent; ref_sink the actor when
setting its parent and unref it when unsetting it. Probably we'll
need a function that does reparenting as unparent+set_parent in
a single shot.
* clutter/clutter-group.h:
* clutter/clutter-group.c (clutter_group_dispose),
(clutter_group_finalize), (clutter_group_add),
(clutter_group_remove): Make the group destroy its children when
disposing it; clean up, and use the newly-available
clutter_actor_unparent().
* clutter/clutter-stage.h:
* clutter/clutter-stage.c (clutter_stage_init): ClutterStage is
a top-level actor; clean up.
* clutter/clutter-video-texture.h:
* clutter/clutter-video-texture.c: Clean up.
* examples/super-oh.c:
* examples/test.c:
* examples/video-player.c:
* examples/test-text.c:
* examples/video-cube.c: Remove the g_object_unref() call, as the
ClutterStage object is destroyed on clutter_main_quit().
2006-07-06 17:52:57 +00:00
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G_BEGIN_DECLS
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2009-11-23 16:07:16 +00:00
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typedef struct _ClutterMainContext ClutterMainContext;
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2009-11-20 15:35:40 +00:00
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2010-10-08 14:21:57 +00:00
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#define CLUTTER_REGISTER_VALUE_TRANSFORM_TO(TYPE_TO,func) { \
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g_value_register_transform_func (g_define_type_id, TYPE_TO, func); \
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}
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#define CLUTTER_REGISTER_VALUE_TRANSFORM_FROM(TYPE_FROM,func) { \
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g_value_register_transform_func (TYPE_FROM, g_define_type_id, func); \
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}
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#define CLUTTER_REGISTER_INTERVAL_PROGRESS(func) { \
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clutter_interval_register_progress_func (g_define_type_id, func); \
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}
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2010-07-21 15:10:46 +00:00
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#define CLUTTER_PRIVATE_FLAGS(a) (((ClutterActor *) (a))->private_flags)
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#define CLUTTER_SET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) |= (f))
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#define CLUTTER_UNSET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) &= ~(f))
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#define CLUTTER_ACTOR_IS_TOPLEVEL(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IS_TOPLEVEL) != FALSE)
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#define CLUTTER_ACTOR_IS_INTERNAL_CHILD(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_INTERNAL_CHILD) != FALSE)
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#define CLUTTER_ACTOR_IN_DESTRUCTION(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_DESTRUCTION) != FALSE)
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#define CLUTTER_ACTOR_IN_REPARENT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_REPARENT) != FALSE)
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#define CLUTTER_ACTOR_IN_PAINT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_PAINT) != FALSE)
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#define CLUTTER_ACTOR_IN_RELAYOUT(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_RELAYOUT) != FALSE)
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#define CLUTTER_STAGE_IN_RESIZE(a) ((CLUTTER_PRIVATE_FLAGS (a) & CLUTTER_IN_RESIZE) != FALSE)
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2011-02-18 16:53:58 +00:00
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#define CLUTTER_PARAM_READABLE (G_PARAM_READABLE | G_PARAM_STATIC_STRINGS)
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#define CLUTTER_PARAM_WRITABLE (G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS)
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#define CLUTTER_PARAM_READWRITE (G_PARAM_READABLE | G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS)
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/* automagic interning of a static string */
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#define I_(str) (g_intern_static_string ((str)))
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/* mark all properties under the "Property" context */
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#ifdef ENABLE_NLS
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#define P_(String) (_clutter_gettext ((String)))
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#else
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#define P_(String) (String)
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#endif
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2007-08-13 20:48:01 +00:00
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typedef enum {
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2010-07-21 15:10:46 +00:00
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CLUTTER_ACTOR_UNUSED_FLAG = 0,
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2007-08-13 20:48:01 +00:00
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2010-07-21 15:10:46 +00:00
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CLUTTER_IN_DESTRUCTION = 1 << 0,
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CLUTTER_IS_TOPLEVEL = 1 << 1,
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CLUTTER_IN_REPARENT = 1 << 2,
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actor: Add internal child flag
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
2009-12-18 23:20:04 +00:00
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/* Used to avoid recursion */
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2010-09-07 12:10:55 +00:00
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CLUTTER_IN_PAINT = 1 << 3,
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actor: Add internal child flag
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
2009-12-18 23:20:04 +00:00
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/* Used to avoid recursion */
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2010-09-07 12:10:55 +00:00
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CLUTTER_IN_RELAYOUT = 1 << 4,
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actor: Add internal child flag
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
2009-12-18 23:20:04 +00:00
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/* Used by the stage if resizing is an asynchronous operation (like on
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* X11) to delay queueing relayouts until we got a notification from the
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* event handling
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*/
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2010-09-07 12:10:55 +00:00
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CLUTTER_IN_RESIZE = 1 << 5,
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actor: Add internal child flag
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
2009-12-18 23:20:04 +00:00
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/* a flag for internal children of Containers */
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2010-09-07 12:10:55 +00:00
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CLUTTER_INTERNAL_CHILD = 1 << 6
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2007-08-13 20:48:01 +00:00
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} ClutterPrivateFlags;
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2011-02-09 12:55:25 +00:00
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/*
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* ClutterMainContext:
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*
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* The shared state of Clutter
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*/
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2006-06-05 Emmanuele Bassi <ebassi@openedhand.com>
* clutter-color.h:
* clutter-color.c: Reimplement ClutterColor as a boxed type;
add convenience API for color handling, like: add, subtract,
shade, HSL color-space conversion, packing and unpacking.
* clutter-private.h: Update ClutterMainContext, and export the
main context pointer here.
* clutter-rectangle.h:
* clutter-rectangle.c: Update the color-related code; make
clutter_rectangle_new() and empty constructor and provide
clutter_rectangle_new_with_color(); provide color setter
and getter API.
* clutter-label.h:
* clutter-label.c: Rename the "font" property to "font-name";
update the color-related code to the new ClutterColor object;
rename clutter_label_new() to clutter_label_new_with_text(),
and add setters and getters for the properties.
* clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers
generators.
* clutter-stage.h:
* clutter-stage.c: Rework the API: provide a default constructor
for a singleton object, named clutter_stage_get_default(), which
supercedes the clutter_stage() function in clutter-main; provide
new events: button-press-event, button-release-event,
key-press-event and key-release-event; update the color-related
code;
(clutter_stage_snapshot): Allow negative width and height when
taking a snapshot (meaning: use full width/height).
(clutter_stage_get_element_at_pos): Rename clutter_stage_pick().
* clutter-element.c (clutter_element_paint): Clean up the
stage and color related code.
* clutter-event.h:
* clutter-event.c: Add generic ClutterAnyEvent type; add
clutter_event_new(), clutter_event_copy() and clutter_event_free();
make ClutterEvent a boxed type.
* clutter-main.h:
* clutter-main.c: Remove clutter_stage(); add clutter_main_quit(),
for cleanly quitting from clutter_main(); add multiple mainloops
support; allocate the ClutterCntx instead of adding it to the
stack; re-work the ClutterEvent dispatching.
* clutter-group.c (clutter_group_add), (clutter_group_remove): Keep
a reference on the element when added to a ClutterGroup.
* examples/rects.py
* examples/test.c:
* examples/test-text.c:
* examples/video-cube.c:
* examples/super-oh.c:
* examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
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struct _ClutterMainContext
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2006-05-29 08:59:36 +00:00
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{
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2011-02-09 12:55:25 +00:00
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/* the main windowing system backend */
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ClutterBackend *backend;
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2008-09-23 07:03:35 +00:00
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2011-02-09 12:55:25 +00:00
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/* the main event queue */
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GQueue *events_queue;
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2008-09-23 07:03:35 +00:00
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2011-02-09 12:55:25 +00:00
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/* timer used to print the FPS count */
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GTimer *timer;
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2007-08-13 20:48:01 +00:00
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2011-02-09 12:55:25 +00:00
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ClutterPickMode pick_mode;
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2008-03-28 22:50:55 +00:00
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2011-02-09 12:55:25 +00:00
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/* mapping between reused integer ids and actors */
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ClutterIDPool *id_pool;
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2007-10-08 16:18:33 +00:00
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2011-02-09 12:55:25 +00:00
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/* default FPS; this is only used if we cannot sync to vblank */
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guint frame_rate;
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2007-11-15 17:08:48 +00:00
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2011-02-09 12:55:25 +00:00
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/* actors with a grab on all devices */
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ClutterActor *pointer_grab_actor;
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ClutterActor *keyboard_grab_actor;
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2007-12-18 10:49:29 +00:00
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2011-02-18 15:44:17 +00:00
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/* stack of actors with shaders during paint */
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2011-02-09 12:55:25 +00:00
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GSList *shaders;
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2008-05-13 23:02:45 +00:00
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/* fb bit masks for col<->id mapping in picking */
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2011-02-09 12:55:25 +00:00
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gint fb_r_mask;
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gint fb_g_mask;
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gint fb_b_mask;
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gint fb_r_mask_used;
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gint fb_g_mask_used;
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gint fb_b_mask_used;
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2008-05-13 23:02:45 +00:00
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2011-02-09 12:55:25 +00:00
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PangoContext *pango_context; /* Global Pango context */
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CoglPangoFontMap *font_map; /* Global font map */
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2008-06-23 09:55:42 +00:00
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2009-11-12 22:33:15 +00:00
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ClutterEvent *current_event;
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2009-02-14 11:38:16 +00:00
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guint32 last_event_time;
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2009-03-21 20:39:32 +00:00
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2011-02-09 12:55:25 +00:00
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/* list of repaint functions installed through
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* clutter_threads_add_repaint_func()
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*/
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2009-03-30 12:49:03 +00:00
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GList *repaint_funcs;
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2010-06-21 14:42:20 +00:00
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2011-02-09 12:55:25 +00:00
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/* main settings singleton */
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2010-06-21 14:42:20 +00:00
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ClutterSettings *settings;
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2011-02-09 12:55:25 +00:00
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/* boolean flags */
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guint is_initialized : 1;
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guint motion_events_per_actor : 1;
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guint defer_display_setup : 1;
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guint options_parsed : 1;
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2006-06-05 Emmanuele Bassi <ebassi@openedhand.com>
* clutter-color.h:
* clutter-color.c: Reimplement ClutterColor as a boxed type;
add convenience API for color handling, like: add, subtract,
shade, HSL color-space conversion, packing and unpacking.
* clutter-private.h: Update ClutterMainContext, and export the
main context pointer here.
* clutter-rectangle.h:
* clutter-rectangle.c: Update the color-related code; make
clutter_rectangle_new() and empty constructor and provide
clutter_rectangle_new_with_color(); provide color setter
and getter API.
* clutter-label.h:
* clutter-label.c: Rename the "font" property to "font-name";
update the color-related code to the new ClutterColor object;
rename clutter_label_new() to clutter_label_new_with_text(),
and add setters and getters for the properties.
* clutter-marshal.list: Add VOID:OBJECT and VOID:BOXED marshallers
generators.
* clutter-stage.h:
* clutter-stage.c: Rework the API: provide a default constructor
for a singleton object, named clutter_stage_get_default(), which
supercedes the clutter_stage() function in clutter-main; provide
new events: button-press-event, button-release-event,
key-press-event and key-release-event; update the color-related
code;
(clutter_stage_snapshot): Allow negative width and height when
taking a snapshot (meaning: use full width/height).
(clutter_stage_get_element_at_pos): Rename clutter_stage_pick().
* clutter-element.c (clutter_element_paint): Clean up the
stage and color related code.
* clutter-event.h:
* clutter-event.c: Add generic ClutterAnyEvent type; add
clutter_event_new(), clutter_event_copy() and clutter_event_free();
make ClutterEvent a boxed type.
* clutter-main.h:
* clutter-main.c: Remove clutter_stage(); add clutter_main_quit(),
for cleanly quitting from clutter_main(); add multiple mainloops
support; allocate the ClutterCntx instead of adding it to the
stack; re-work the ClutterEvent dispatching.
* clutter-group.c (clutter_group_add), (clutter_group_remove): Keep
a reference on the element when added to a ClutterGroup.
* examples/rects.py
* examples/test.c:
* examples/test-text.c:
* examples/video-cube.c:
* examples/super-oh.c:
* examples/test-video.c: Update.
2006-06-05 13:38:31 +00:00
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};
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2010-11-06 20:00:39 +00:00
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/* shared between clutter-main.c and clutter-frame-source.c */
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typedef struct
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{
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GSourceFunc func;
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gpointer data;
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GDestroyNotify notify;
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} ClutterThreadsDispatch;
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gboolean _clutter_threads_dispatch (gpointer data);
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void _clutter_threads_dispatch_free (gpointer data);
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2011-02-09 12:55:25 +00:00
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ClutterMainContext * _clutter_context_get_default (void);
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gboolean _clutter_context_is_initialized (void);
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2011-02-18 12:07:07 +00:00
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PangoContext * _clutter_context_create_pango_context (void);
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PangoContext * _clutter_context_get_pango_context (void);
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ClutterPickMode _clutter_context_get_pick_mode (void);
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2011-02-18 15:44:17 +00:00
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void _clutter_context_push_shader_stack (ClutterActor *actor);
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ClutterActor * _clutter_context_pop_shader_stack (ClutterActor *actor);
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ClutterActor * _clutter_context_peek_shader_stack (void);
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2011-02-18 15:46:13 +00:00
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guint32 _clutter_context_acquire_id (gpointer key);
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void _clutter_context_release_id (guint32 id_);
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2011-02-09 12:55:25 +00:00
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2010-06-03 11:56:17 +00:00
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G_CONST_RETURN gchar *_clutter_gettext (const gchar *str);
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2010-03-17 17:28:20 +00:00
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gboolean _clutter_feature_init (GError **error);
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2007-05-16 09:08:30 +00:00
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2008-05-13 23:02:45 +00:00
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/* Picking code */
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2011-03-15 13:17:04 +00:00
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guint _clutter_pixel_to_id (guchar pixel[4]);
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2011-02-09 14:53:20 +00:00
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void _clutter_id_to_color (guint id,
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ClutterColor *col);
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2011-03-15 13:17:04 +00:00
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ClutterActor *_clutter_get_actor_by_id (guint32 actor_id);
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2008-05-13 23:02:45 +00:00
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2007-10-02 14:03:36 +00:00
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/* use this function as the accumulator if you have a signal with
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* a G_TYPE_BOOLEAN return value; this will stop the emission as
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* soon as one handler returns TRUE
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*/
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2008-04-04 15:02:11 +00:00
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gboolean _clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
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GValue *return_accu,
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const GValue *handler_return,
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gpointer dummy);
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2007-10-02 14:03:36 +00:00
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2009-03-30 12:49:03 +00:00
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void _clutter_run_repaint_functions (void);
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2010-09-17 11:09:56 +00:00
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void _clutter_constraint_update_allocation (ClutterConstraint *constraint,
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ClutterActor *actor,
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ClutterActorBox *allocation);
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2010-06-07 20:34:36 +00:00
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GType _clutter_layout_manager_get_child_meta_type (ClutterLayoutManager *manager);
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2011-02-18 16:53:58 +00:00
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void _clutter_util_fully_transform_vertices (const CoglMatrix *modelview,
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const CoglMatrix *projection,
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2011-02-01 16:51:58 +00:00
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const float *viewport,
|
2011-02-18 16:53:58 +00:00
|
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const ClutterVertex *vertices_in,
|
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ClutterVertex *vertices_out,
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|
int n_vertices);
|
2010-08-16 14:53:28 +00:00
|
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|
2011-02-01 16:51:58 +00:00
|
|
|
typedef struct _ClutterPlane
|
|
|
|
{
|
|
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|
CoglVector3 v0;
|
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|
|
CoglVector3 n;
|
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|
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} ClutterPlane;
|
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|
2011-02-01 18:32:08 +00:00
|
|
|
typedef enum _ClutterCullResult
|
|
|
|
{
|
|
|
|
CLUTTER_CULL_RESULT_UNKNOWN,
|
|
|
|
CLUTTER_CULL_RESULT_IN,
|
|
|
|
CLUTTER_CULL_RESULT_OUT,
|
|
|
|
CLUTTER_CULL_RESULT_PARTIAL
|
|
|
|
} ClutterCullResult;
|
|
|
|
|
2006-07-06 Emmanuele Bassi <ebassi@openedhand.com>
Big rework of the actor management semantics: now ClutterActor
objects behave like GtkObjects - that is they have an initial
"floating" reference that gets "sunk" when they are added to
a ClutterGroup. This makes a group responsible of de-allocating
each actor inside it, so you just have to destroy the group to
get every child actor destroyed. Also, now you can do:
clutter_group_add (group, clutter_video_texture_new ());
without having to care about reference counting and explicit
unreffing.
* clutter/clutter-private.h: Add private flags setter and
getter macros.
* clutter/clutter-actor.h:
* clutter/clutter-actor.c: Clean up; inherit from GInitiallyUnowned;
add a "visible" property; add the "destroy", "show" and "hide"
signals to ClutterActorClass.
(clutter_actor_show), (clutter_actor_hide): Refactor a bit; emit
the "show" and "hide" signals.
(clutter_actor_set_property), (clutter_actor_get_property),
(clutter_actor_class_init): Implement the "visible" property; add
signals.
(clutter_actor_finalize): Do not leak the actor's name, if it is
set.
(clutter_actor_dispose): Emit the "destroy" signal here.
(clutter_actor_init): Sink the initial floating flag if needed.
(clutter_actor_destroy): Add a function to explicitely destroy
a ClutterActor.
(clutter_actor_set_parent), (clutter_actor_get_parent),
(clutter_actor_unparent): Make set_parent require a valid parent;
add unparent; check on get_parent; ref_sink the actor when
setting its parent and unref it when unsetting it. Probably we'll
need a function that does reparenting as unparent+set_parent in
a single shot.
* clutter/clutter-group.h:
* clutter/clutter-group.c (clutter_group_dispose),
(clutter_group_finalize), (clutter_group_add),
(clutter_group_remove): Make the group destroy its children when
disposing it; clean up, and use the newly-available
clutter_actor_unparent().
* clutter/clutter-stage.h:
* clutter/clutter-stage.c (clutter_stage_init): ClutterStage is
a top-level actor; clean up.
* clutter/clutter-video-texture.h:
* clutter/clutter-video-texture.c: Clean up.
* examples/super-oh.c:
* examples/test.c:
* examples/video-player.c:
* examples/test-text.c:
* examples/video-cube.c: Remove the g_object_unref() call, as the
ClutterStage object is destroyed on clutter_main_quit().
2006-07-06 17:52:57 +00:00
|
|
|
G_END_DECLS
|
|
|
|
|
2010-10-21 11:16:05 +00:00
|
|
|
#endif /* __CLUTTER_PRIVATE_H__ */
|