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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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifndef _HAVE_CLUTTER_PRIVATE_H
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#define _HAVE_CLUTTER_PRIVATE_H
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <unistd.h>
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#include <math.h>
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#include <glib.h>
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#include <pango/pangoft2.h>
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2007-03-22 18:21:59 +00:00
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#include "clutter-event.h"
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#include "clutter-backend.h"
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#include "clutter-stage.h"
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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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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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typedef struct _ClutterMainContext ClutterMainContext;
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2006-05-29 08:59:36 +00:00
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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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2007-03-22 18:21:59 +00:00
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/* holds a pointer to the stage */
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2007-05-09 23:31:08 +00:00
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ClutterBackend *backend;
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GQueue *events_queue;
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2006-05-29 08:59:36 +00:00
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PangoFT2FontMap *font_map;
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2007-05-09 23:31:08 +00:00
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GMutex *gl_lock;
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guint update_idle;
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guint main_loop_level;
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GSList *main_loops;
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guint is_initialized : 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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#define CLUTTER_CONTEXT() (clutter_context_get_default ())
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ClutterMainContext *clutter_context_get_default (void);
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2006-05-29 08:59:36 +00:00
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2007-01-16 14:37:54 +00:00
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const gchar *clutter_vblank_method (void);
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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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typedef enum {
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CLUTTER_ACTOR_UNUSED_FLAG = 0,
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CLUTTER_ACTOR_IN_DESTRUCTION = 1 << 0,
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2006-11-16 00:24:23 +00:00
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CLUTTER_ACTOR_IS_TOPLEVEL = 1 << 1,
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CLUTTER_ACTOR_IN_REPARENT = 1 << 2
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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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} ClutterPrivateFlags;
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#define CLUTTER_PRIVATE_FLAGS(a) (CLUTTER_ACTOR ((a))->private_flags)
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#define CLUTTER_SET_PRIVATE_FLAGS(a,f) G_STMT_START{ (CLUTTER_PRIVATE_FLAGS (a) |= (f)); }G_STMT_END
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#define CLUTTER_UNSET_PRIVATE_FLAGS(a,f) G_STMT_START{ (CLUTTER_PRIVATE_FLAGS (a) &= ~(f)); }G_STMT_END
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2006-12-04 16:26:35 +00:00
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#define CLUTTER_PARAM_READABLE \
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G_PARAM_READABLE | G_PARAM_STATIC_NAME | G_PARAM_STATIC_NICK | G_PARAM_STATIC_BLURB
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#define CLUTTER_PARAM_WRITABLE \
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G_PARAM_WRITABLE | G_PARAM_STATIC_NAME | G_PARAM_STATIC_NICK | G_PARAM_STATIC_BLURB
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#define CLUTTER_PARAM_READWRITE \
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G_PARAM_READABLE | G_PARAM_WRITABLE | G_PARAM_STATIC_NAME | G_PARAM_STATIC_NICK |G_PARAM_STATIC_BLURB
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2007-05-09 23:31:08 +00:00
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/* signal accumulators */
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gboolean _clutter_boolean_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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/* vfuncs implemnted by backend */
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2007-03-22 18:21:59 +00:00
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2007-05-09 23:31:08 +00:00
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GType _clutter_backend_impl_get_type (void);
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2007-03-22 18:21:59 +00:00
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2007-03-23 17:55:13 +00:00
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ClutterActor *_clutter_backend_get_stage (ClutterBackend *backend);
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2007-05-09 23:31:08 +00:00
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2007-03-23 17:55:13 +00:00
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void _clutter_backend_add_options (ClutterBackend *backend,
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GOptionGroup *group);
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gboolean _clutter_backend_pre_parse (ClutterBackend *backend,
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GError **error);
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gboolean _clutter_backend_post_parse (ClutterBackend *backend,
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GError **error);
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gboolean _clutter_backend_init_stage (ClutterBackend *backend,
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GError **error);
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void _clutter_backend_init_events (ClutterBackend *backend);
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2007-05-09 23:31:08 +00:00
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void _clutter_backend_init_features (ClutterBackend *backend);
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2007-03-23 17:55:13 +00:00
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2007-05-09 23:31:08 +00:00
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/* backend helpers */
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2007-03-22 18:21:59 +00:00
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void _clutter_event_button_generate (ClutterBackend *backend,
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ClutterEvent *event);
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2007-05-09 23:31:08 +00:00
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/* FIXME: move elsewhere via ClutterAudience */
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2007-03-25 11:47:30 +00:00
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void _clutter_stage_sync_viewport (ClutterStage *stage);
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2007-05-09 23:31:08 +00:00
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/* Does this need to be private ? */
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void clutter_do_event (ClutterEvent *event);
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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_END_DECLS
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2007-03-22 18:21:59 +00:00
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#endif /* _HAVE_CLUTTER_PRIVATE_H */
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