mutter/clutter/clutter-actor.c

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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.
*/
/**
* SECTION:clutter-actor
* @short_description: Base abstract class for all visual stage actors.
*
* #ClutterActor is a base abstract class for all visual elements.
*/
#include "config.h"
#include "clutter-actor.h"
#include "clutter-main.h"
#include "clutter-private.h"
G_DEFINE_ABSTRACT_TYPE (ClutterActor, clutter_actor, G_TYPE_OBJECT);
static guint32 __id = 0;
#define CLUTTER_ACTOR_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
struct _ClutterActorPrivate
{
ClutterActorBox coords;
ClutterGeometry clip;
gboolean has_clip;
gfloat rxang, ryang, rzang; /* Rotation foo. */
gint rzx, rzy, rxy, rxz, ryx, ryz;
gint z; /* to actor box ? */
guint8 opacity;
ClutterActor *parent_actor; /* This should always be a group */
gchar *name;
guint32 id; /* Unique ID */
};
enum
{
PROP_0,
PROP_X,
PROP_Y,
PROP_WIDTH,
PROP_HEIGHT,
/* PROP_CLIP FIXME: add */
PROP_OPACITY,
PROP_NAME,
};
static gboolean
redraw_update_idle (gpointer data)
{
ClutterMainContext *ctx = CLUTTER_CONTEXT();
clutter_threads_enter();
if (ctx->update_idle)
{
g_source_remove (ctx->update_idle);
ctx->update_idle = 0;
}
clutter_threads_leave();
clutter_redraw ();
return FALSE;
}
/**
* clutter_actor_show
* @self: A #ClutterActor
*
* Flags a clutter actor to be displayed. An actor not shown will not
* appear on the display.
**/
void
clutter_actor_show (ClutterActor *self)
{
ClutterActorClass *klass;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
return;
if (!CLUTTER_ACTOR_IS_REALIZED (self))
clutter_actor_realize(self);
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->show)
(klass->show) (self);
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_hide
* @self: A #ClutterActor
*
* Flags a clutter actor to be hidden. An actor not shown will not
* appear on the display.
**/
void
clutter_actor_hide (ClutterActor *self)
{
ClutterActorClass *klass;
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
return;
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->hide)
(klass->hide) (self);
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_realize
* @self: A #ClutterActor
*
* Creates any underlying graphics resources needed by the actor to be
* displayed.
**/
void
clutter_actor_realize (ClutterActor *self)
{
ClutterActorClass *klass;
if (CLUTTER_ACTOR_IS_REALIZED (self))
return;
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->realize)
(klass->realize) (self);
}
/**
* clutter_actor_unrealize
* @self: A #ClutterActor
*
* Frees up any underlying graphics resources needed by the actor to be
* displayed.
**/
void
clutter_actor_unrealize (ClutterActor *self)
{
ClutterActorClass *klass;
if (!CLUTTER_ACTOR_IS_REALIZED (self))
return;
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (klass->unrealize)
(klass->unrealize) (self);
}
/**
* clutter_actor_paint:
* @self: A #ClutterActor
*
* Renders the actor to display.
*
* This function should not be called directly by applications instead
* #clutter_actor_queue_redraw should be used to queue paints.
**/
void
clutter_actor_paint (ClutterActor *self)
{
ClutterActorClass *klass;
if (!CLUTTER_ACTOR_IS_REALIZED (self))
{
CLUTTER_DBG("@@@ Attempting realize via paint() @@@");
clutter_actor_realize(self);
if (!CLUTTER_ACTOR_IS_REALIZED (self))
{
CLUTTER_DBG("*** Attempt failed, aborting paint ***");
return;
}
}
klass = CLUTTER_ACTOR_GET_CLASS (self);
if (self->priv->has_clip)
{
ClutterGeometry *clip = &(self->priv->clip);
gint absx, absy;
ClutterActor *stage = clutter_stage_get_default ();
clutter_actor_get_abs_position (self, &absx, &absy);
CLUTTER_DBG("clip +%i+%i, %ix%i\n",
absx + clip->x,
clutter_actor_get_height (stage)
- (absy + clip->y) - clip->height,
clip->width,
clip->height);
glEnable (GL_SCISSOR_TEST);
glScissor (absx + clip->x,
clutter_actor_get_height (stage)
- (absy + clip->y) - clip->height,
clip->width,
clip->height);
g_object_unref (stage);
}
glPushMatrix();
glLoadName (clutter_actor_get_id (self));
/* FIXME: Less clunky ? */
if (self->priv->rzang)
{
glTranslatef ( (float)(self->priv->coords.x1) + self->priv->rzx,
(float)(self->priv->coords.y1) + self->priv->rzy,
0.0);
glRotatef (self->priv->rzang, 0.0f, 0.0f, 1.0f);
glTranslatef ( (-1.0 * self->priv->coords.x1) - self->priv->rzx,
(-1.0 * self->priv->coords.y1) - self->priv->rzy,
0.0 );
}
if (self->priv->ryang)
{
glTranslatef ( (float)(self->priv->coords.x1) + self->priv->ryx,
0.0,
(float)(self->priv->z) + self->priv->ryz);
glRotatef (self->priv->ryang, 0.0f, 1.0f, 0.0f);
glTranslatef ( (float)(-1.0 * self->priv->coords.x1) - self->priv->ryx,
0.0,
(float)(-1.0 * self->priv->z) - self->priv->ryz);
}
if (self->priv->rxang)
{
glTranslatef ( 0.0,
(float)(self->priv->coords.x1) + self->priv->rxy,
(float)(self->priv->z) + self->priv->rxz);
glRotatef (self->priv->rxang, 1.0f, 0.0f, 0.0f);
glTranslatef ( 0.0,
(float)(-1.0 * self->priv->coords.x1) - self->priv->rxy,
(float)(-1.0 * self->priv->z) - self->priv->rxz);
}
if (self->priv->z)
glTranslatef ( 0.0, 0.0, (float)self->priv->z);
if (klass->paint)
(klass->paint) (self);
glPopMatrix();
if (self->priv->has_clip)
glDisable (GL_SCISSOR_TEST);
}
/**
* clutter_actor_request_coords:
* @self: A #ClutterActor
* @box: A #ClutterActorBox with requested new co-ordinates.
*
* Requests new co-ordinates for the #ClutterActor ralative to any parent.
*
* This function should not be called directly by applications instead
* the various position/geometry methods should be used.
**/
void
clutter_actor_request_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterActorClass *klass;
gboolean x_change, y_change, width_change, height_change;
klass = CLUTTER_ACTOR_GET_CLASS (self);
/* FIXME: Kludgy see allocate co-ords */
if (klass->request_coords)
klass->request_coords(self, box);
x_change = (self->priv->coords.x1 != box->x1);
y_change = (self->priv->coords.y1 != box->y1);
width_change = (self->priv->coords.x2 - self->priv->coords.x1
!= box->x2 - box->x1);
height_change = (self->priv->coords.y2 - self->priv->coords.y1
!= box->y2 - box->y1);
self->priv->coords.x1 = box->x1;
self->priv->coords.y1 = box->y1;
self->priv->coords.x2 = box->x2;
self->priv->coords.y2 = box->y2;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
/* FIXME: Below really needed ? If so should add to other _set calls.
*/
if (x_change)
g_object_notify (G_OBJECT (self), "x");
if (y_change)
g_object_notify (G_OBJECT (self), "y");
if (width_change)
g_object_notify (G_OBJECT (self), "width");
if (height_change)
g_object_notify (G_OBJECT (self), "height");
}
/**
* clutter_actor_allocate_coords:
* @self: A #ClutterActor
* @box: A location to store the actors #ClutterActorBox co-ordinates
*
* Requests the allocated co-ordinates for the #ClutterActor relative
* to any parent.
*
* This function should not be called directly by applications instead
* the various position/geometry methods should be used.
**/
void
clutter_actor_allocate_coords (ClutterActor *self,
ClutterActorBox *box)
{
ClutterActorClass *klass;
klass = CLUTTER_ACTOR_GET_CLASS (self);
box->x1 = self->priv->coords.x1;
box->y1 = self->priv->coords.y1;
box->x2 = self->priv->coords.x2;
box->y2 = self->priv->coords.y2;
if (klass->request_coords)
{
/* FIXME: This is kind of a cludge - we pass out *private*
* co-ords down to any subclasses so they can modify
* we then resync any changes. Needed for group class.
* Need to figure out nicer way.
*/
klass->allocate_coords(self, box);
self->priv->coords.x1 = box->x1;
self->priv->coords.y1 = box->y1;
self->priv->coords.x2 = box->x2;
self->priv->coords.y2 = box->y2;
}
}
static void
clutter_actor_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterActor *actor;
ClutterActorPrivate *priv;
actor = CLUTTER_ACTOR(object);
priv = actor->priv;
switch (prop_id)
{
case PROP_X:
clutter_actor_set_position (actor,
g_value_get_int (value),
clutter_actor_get_y (actor));
break;
case PROP_Y:
clutter_actor_set_position (actor,
clutter_actor_get_x (actor),
g_value_get_int (value));
break;
case PROP_WIDTH:
clutter_actor_set_size (actor,
g_value_get_int (value),
clutter_actor_get_height (actor));
break;
case PROP_HEIGHT:
clutter_actor_set_size (actor,
clutter_actor_get_width (actor),
g_value_get_int (value));
break;
case PROP_OPACITY:
clutter_actor_set_opacity (actor, g_value_get_uchar (value));
break;
case PROP_NAME:
clutter_actor_set_name (actor, g_value_get_string (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_actor_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterActor *actor;
ClutterActorPrivate *priv;
actor = CLUTTER_ACTOR(object);
priv = actor->priv;
switch (prop_id)
{
case PROP_X:
g_value_set_int (value, clutter_actor_get_x (actor));
break;
case PROP_Y:
g_value_set_int (value, clutter_actor_get_y (actor));
break;
case PROP_WIDTH:
g_value_set_int (value, clutter_actor_get_width (actor));
break;
case PROP_HEIGHT:
g_value_set_int (value, clutter_actor_get_height (actor));
break;
case PROP_OPACITY:
g_value_set_uchar (value, priv->opacity);
break;
case PROP_NAME:
g_value_set_string (value, priv->name);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_actor_dispose (GObject *object)
{
ClutterActor *self = CLUTTER_ACTOR(object);
if (self->priv->parent_actor)
{
clutter_group_remove (CLUTTER_GROUP(self->priv->parent_actor), self);
}
G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object);
}
static void
clutter_actor_finalize (GObject *object)
{
G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object);
}
static void
clutter_actor_class_init (ClutterActorClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
object_class->set_property = clutter_actor_set_property;
object_class->get_property = clutter_actor_get_property;
object_class->dispose = clutter_actor_dispose;
object_class->finalize = clutter_actor_finalize;
g_type_class_add_private (klass, sizeof (ClutterActorPrivate));
g_object_class_install_property
(object_class, PROP_X,
g_param_spec_int ("x",
"X co-ord",
"X co-ord of actor",
0,
G_MAXINT,
0,
G_PARAM_READWRITE));
g_object_class_install_property
(object_class, PROP_Y,
g_param_spec_int ("y",
"Y co-ord",
"Y co-ord of actor",
0,
G_MAXINT,
0,
G_PARAM_READWRITE));
g_object_class_install_property
(object_class, PROP_WIDTH,
g_param_spec_int ("width",
"Width",
"Width of actor in pixels",
0,
G_MAXINT,
0,
G_PARAM_READWRITE));
g_object_class_install_property
(object_class, PROP_HEIGHT,
g_param_spec_int ("height",
"Height",
"Height of actor in pixels",
0,
G_MAXINT,
0,
G_PARAM_READWRITE));
g_object_class_install_property
(object_class, PROP_OPACITY,
g_param_spec_uchar ("opacity",
"Opacity",
"Opacity of actor",
0,
0xff,
0xff,
G_PARAM_CONSTRUCT | G_PARAM_READWRITE));
}
static void
clutter_actor_init (ClutterActor *self)
{
self->priv = CLUTTER_ACTOR_GET_PRIVATE (self);
self->priv->parent_actor = NULL;
self->priv->has_clip = FALSE;
self->priv->opacity = 0xff;
self->priv->id = __id++;
clutter_actor_set_position (self, 0, 0);
clutter_actor_set_size (self, 0, 0);
}
/**
* clutter_actor_queue_redraw:
* @self: A #ClutterActor
*
* Queues up a redraw of an actor and any children. The redraw occurs
* once the main loop becomes idle (after the current batch of events
* has been processed, roughly).
*
* Applications rarely need to call this as redraws are handled automatically
* by modification functions.
*/
void
clutter_actor_queue_redraw (ClutterActor *self)
{
ClutterMainContext *ctx = CLUTTER_CONTEXT();
clutter_threads_enter();
if (!ctx->update_idle)
{
ctx->update_idle = g_idle_add_full (-100 , /* very high priority */
redraw_update_idle,
NULL, NULL);
}
clutter_threads_leave();
}
/**
* clutter_actor_set_geometry:
* @self: A #ClutterActor
* @geom: A #ClutterGeometry
*
* Sets the actors geometry in pixels relative to any parent actor.
*/
void
clutter_actor_set_geometry (ClutterActor *self,
ClutterGeometry *geom)
{
ClutterActorBox box;
box.x1 = geom->x;
box.y1 = geom->y;
box.x2 = geom->x + geom->width;
box.y2 = geom->y + geom->height;
clutter_actor_request_coords (self, &box);
}
/**
* clutter_actor_get_geometry:
* @self: A #ClutterActor
* @geom: A location to store actors #ClutterGeometry
*
* Gets the actors geometry in pixels relative to any parent actor.
*/
void
clutter_actor_get_geometry (ClutterActor *self,
ClutterGeometry *geom)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_allocate_coords (self, &box);
geom->x = box.x1;
geom->y = box.y1;
geom->width = box.x2 - box.x1;
geom->height = box.y2 - box.y1;
}
/**
* clutter_actor_get_coords:
* @self: A #ClutterActor
* @x1: A location to store actors left position if non NULL.
* @y1: A location to store actors top position if non NULL.
* @x2: A location to store actors right position if non NULL.
* @y2: A location to store actors bottom position if non NULL.
*
* Gets the actors bounding rectangle co-ordinates in pixels
* relative to any parent actor.
*/
void
clutter_actor_get_coords (ClutterActor *self,
gint *x1,
gint *y1,
gint *x2,
gint *y2)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_allocate_coords (self, &box);
if (x1) *x1 = box.x1;
if (y1) *y1 = box.y1;
if (x2) *x2 = box.x2;
if (y2) *y2 = box.y2;
}
/**
* clutter_actor_set_position
* @self: A #ClutterActor
* @x: New left position of actor in pixels.
* @y: New top position of actor in pixels.
*
* Sets the actors position in pixels relative to any
* parent actor.
*/
void
clutter_actor_set_position (ClutterActor *self,
gint x,
gint y)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_allocate_coords (self, &box);
box.x2 += (x - box.x1);
box.y2 += (y - box.y1);
box.x1 = x;
box.y1 = y;
clutter_actor_request_coords (self, &box);
}
/**
* clutter_actor_set_size
* @self: A #ClutterActor
* @width: New width of actor in pixels
* @height: New height of actor in pixels
*
* Sets the actors position in pixels relative to any
* parent actor.
*/
void
clutter_actor_set_size (ClutterActor *self,
gint width,
gint height)
{
ClutterActorBox box;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_allocate_coords (self, &box);
box.x2 = box.x1 + width;
box.y2 = box.y1 + height;
clutter_actor_request_coords (self, &box);
}
/**
* clutter_actor_get_abs_position
* @self: A #ClutterActor
* @x: Location to store x position if non NULL.
* @y: Location to store y position if non NULL.
*
* Gets the absolute position of an actor in pixels relative
* to the stage.
*/
void
clutter_actor_get_abs_position (ClutterActor *self,
gint *x,
gint *y)
{
ClutterActorBox box;
ClutterActor *parent;
gint px = 0, py = 0;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clutter_actor_allocate_coords (self, &box);
parent = self->priv->parent_actor;
/* FIXME: must be nicer way to get 0,0 for stage ? */
if (parent && !CLUTTER_IS_STAGE (parent))
clutter_actor_get_abs_position (parent, &px, &py);
if (x)
*x = px + box.x1;
if (y)
*y = py + box.y1;
}
/**
* clutter_actor_get_width
* @self: A #ClutterActor
*
* Retrieves the actors width.
*
* Return value: The actor width in pixels
**/
guint
clutter_actor_get_width (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_allocate_coords (self, &box);
return box.x2 - box.x1;
}
/**
* clutter_actor_get_height
* @self: A #ClutterActor
*
* Retrieves the actors height.
*
* Return value: The actor height in pixels
**/
guint
clutter_actor_get_height (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_allocate_coords (self, &box);
return box.y2 - box.y1;
}
/**
* clutter_actor_get_x
* @self: A #ClutterActor
*
* Retrieves the actors x position relative to any parent.
*
* Return value: The actor x position in pixels
**/
gint
clutter_actor_get_x (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_allocate_coords (self, &box);
return box.x1;
}
/**
* clutter_actor_get_y:
* @self: A #ClutterActor
*
* Retrieves the actors y position relative to any parent.
*
* Return value: The actor y position in pixels
**/
gint
clutter_actor_get_y (ClutterActor *self)
{
ClutterActorBox box;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
clutter_actor_allocate_coords (self, &box);
return box.y1;
}
/**
* clutter_actor_set_opacity:
* @self: A #ClutterActor
* @opacity: New opacity value for actor.
*
* Sets the actors opacity, with zero being completely transparent.
*/
void
clutter_actor_set_opacity (ClutterActor *self,
guint8 opacity)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->opacity = opacity;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_get_opacity:
* @self: A #ClutterActor
*
* Retrieves the actors opacity.
*
* Return value: The actor opacity value.
*/
guint8
clutter_actor_get_opacity (ClutterActor *self)
{
ClutterActor *parent;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
parent = self->priv->parent_actor;
/* FIXME: need to factor in the actual actors opacity with parents */
if (parent && clutter_actor_get_opacity (parent) != 0xff)
return clutter_actor_get_opacity(parent);
return self->priv->opacity;
}
/**
* clutter_actor_set_name:
* @self: A #ClutterActor
* @id: Textual tag to apply to actor
*
* Sets a textual tag to the actor.
*/
void
clutter_actor_set_name (ClutterActor *self,
const gchar *name)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (name || name[0] != '\0')
{
g_free (self->priv->name);
self->priv->name = g_strdup(name);
}
}
/**
* clutter_actor_get_name:
* @self: A #ClutterActor
*
* Retrieves the name of @self.
*
* Return value: pointer to textual tag for the actor. The
* returned string is owned by the actor and should not
* be modified or freed.
*/
const gchar*
clutter_actor_get_name (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
return self->priv->name;
}
/**
* clutter_actor_get_id:
* @self: A #ClutterActor
*
2006-06-21 19:02:20 -04:00
* Retrieves the unique id for @self.
*
* Return value: Globally unique value for object instance.
*/
guint32
clutter_actor_get_id (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
return self->priv->id;
}
/**
* clutter_actor_set_depth:
* @self: a #ClutterActor
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* @depth: Z co-ord
*
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* Sets the Z co-ordinate of @self to @depth.
*/
void
clutter_actor_set_depth (ClutterActor *self,
gint depth)
{
/* Sets Z value. - FIXME: should invert ?*/
self->priv->z = depth;
if (self->priv->parent_actor)
{
/* We need to resort the group stacking order as to
* correctly render alpha values.
*
* FIXME: This is sub optimal. maybe queue the the sort
* before stacking
*/
clutter_group_sort_depth_order
(CLUTTER_GROUP(self->priv->parent_actor));
}
}
/**
* clutter_actor_get_depth:
* @self: a #ClutterActor
*
* Retrieves the depth of @self.
*
* Return value: the depth of a #ClutterActor
*/
gint
clutter_actor_get_depth (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
return self->priv->z;
}
/**
* clutter_actor_rotate_z:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @x: X co-ord to rotate actor around ( relative to actor position )
* @y: Y co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the Z axis.
*/
void
clutter_actor_rotate_z (ClutterActor *self,
gfloat angle,
gint x,
gint y)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->rzang = angle;
self->priv->rzx = x;
self->priv->rzy = y;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_rotate_x:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @y: Y co-ord to rotate actor around ( relative to actor position )
* @z: Z co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the X axis.
*/
void
clutter_actor_rotate_x (ClutterActor *self,
gfloat angle,
gint y,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->rxang = angle;
self->priv->rxy = y;
self->priv->rxz = z;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_rotate_y:
* @self: A #ClutterActor
* @angle: Angle of rotation
* @x: X co-ord to rotate actor around ( relative to actor position )
* @z: Z co-ord to rotate actor around ( relative to actor position )
*
* Rotates actor around the X axis.
*/
void
clutter_actor_rotate_y (ClutterActor *self,
gfloat angle,
gint x,
gint z)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->ryang = angle;
self->priv->ryx = x;
self->priv->ryz = z;
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
}
/**
* clutter_actor_set_clip:
* @self: A #ClutterActor
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* @xoff: X offset of the clip rectangle
* @yoff: Y offset of the clip rectangle
* @width: Width of the clip rectangle
* @height: Height of the clip rectangle
*
* Sets clip area for @self.
*/
void
clutter_actor_set_clip (ClutterActor *self,
gint xoff,
gint yoff,
gint width,
gint height)
{
ClutterGeometry *clip;
g_return_if_fail (CLUTTER_IS_ACTOR (self));
clip = &self->priv->clip;
clip->x = xoff;
clip->y = yoff;
clip->width = width;
clip->height = height;
self->priv->has_clip = TRUE;
}
/**
* clutter_actor_remove_clip
* @self: A #ClutterActor
*
* Removes clip area from @self.
*/
void
clutter_actor_remove_clip (ClutterActor *self)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
self->priv->has_clip = FALSE;
}
/**
* clutter_actor_set_parent:
* @self: A #ClutterActor
* @parent: A new #ClutterActor parent or NULL
*
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* Sets the parent of @self to @parent.
* This function should not be used by applications.
*/
void
clutter_actor_set_parent (ClutterActor *self,
ClutterActor *parent)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
g_return_if_fail ((parent == NULL) || CLUTTER_IS_ACTOR (parent));
if (self->priv->parent_actor == parent)
return;
if (self->priv->parent_actor && self->priv->parent_actor != parent)
g_object_unref (self->priv->parent_actor);
self->priv->parent_actor = parent;
if (self->priv->parent_actor)
g_object_ref (self->priv->parent_actor);
}
/**
* clutter_actor_get_parent:
* @self: A #ClutterActor
*
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* Retrieves the parent of @self.
*
* Return Value: The #ClutterActor parent or NULL
*/
ClutterActor*
clutter_actor_get_parent (ClutterActor *self)
{
return self->priv->parent_actor;
}
/**
* clutter_actor_raise:
* @self: A #ClutterActor
* @below: A #ClutterActor to raise above.
*
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* Puts @self above @below.
* Both actors must have the same parent.
*/
void
clutter_actor_raise (ClutterActor *self, ClutterActor *below)
{
g_return_if_fail (CLUTTER_IS_ACTOR(self));
g_return_if_fail (clutter_actor_get_parent (self) != NULL);
clutter_group_raise (CLUTTER_GROUP(clutter_actor_get_parent (self)),
self,
below);
}
/**
* clutter_actor_lower:
* @self: A #ClutterActor
* @above: A #ClutterActor to lower below
*
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* Puts @self below @above.
* Both actors must have the same parent.
*/
void
clutter_actor_lower (ClutterActor *self, ClutterActor *above)
{
g_return_if_fail (CLUTTER_IS_ACTOR(self));
g_return_if_fail (clutter_actor_get_parent (self) != NULL);
if (above != NULL)
{
g_return_if_fail
(clutter_actor_get_parent (self)
!= clutter_actor_get_parent (above));
}
/* FIXME: group_lower should be an overidable method ? */
clutter_group_lower (CLUTTER_GROUP(clutter_actor_get_parent (self)),
self,
above);
}
/**
* clutter_actor_raise_top:
* @self: A #ClutterActor
*
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* Raises @self to the top.
*/
void
clutter_actor_raise_top (ClutterActor *self)
{
clutter_actor_raise (self, NULL);
}
/**
* clutter_actor_lower_bottom:
* @self: A #ClutterActor
*
* Lowers @self to the bottom.
*/
void
clutter_actor_lower_bottom (ClutterActor *self)
{
clutter_actor_lower (self, NULL);
}
/*
* ClutterGemoetry
*/
static ClutterGeometry*
clutter_geometry_copy (const ClutterGeometry *geometry)
{
ClutterGeometry *result = g_new (ClutterGeometry, 1);
*result = *geometry;
return result;
}
GType
clutter_geometry_get_type (void)
{
static GType our_type = 0;
if (our_type == 0)
our_type = g_boxed_type_register_static (
g_intern_static_string ("ClutterGeometry"),
(GBoxedCopyFunc) clutter_geometry_copy,
(GBoxedFreeFunc) g_free);
return our_type;
}
/*
* ClutterActorBox
*/
static ClutterActorBox *
clutter_actor_box_copy (const ClutterActorBox *box)
{
ClutterActorBox *result = g_new (ClutterActorBox, 1);
*result = *box;
return result;
}
GType
clutter_actor_box_get_type (void)
{
static GType our_type = 0;
if (our_type == 0)
our_type = g_boxed_type_register_static (
g_intern_static_string ("ClutterActorBox"),
(GBoxedCopyFunc) clutter_actor_box_copy,
(GBoxedFreeFunc) g_free);
return our_type;
}