box: Drop Container interface overrides

And defer as much as possible to ClutterActor's default implementation
for basically everything.
This commit is contained in:
Emmanuele Bassi 2011-11-29 18:03:05 +00:00 committed by Emmanuele Bassi
parent b773785533
commit 038aadfa72

View File

@ -89,8 +89,6 @@ struct _ClutterBoxPrivate
{ {
ClutterLayoutManager *manager; ClutterLayoutManager *manager;
GList *children;
guint changed_id; guint changed_id;
ClutterColor color; ClutterColor color;
@ -112,167 +110,13 @@ static GParamSpec *obj_props[PROP_LAST];
static const ClutterColor default_box_color = { 255, 255, 255, 255 }; static const ClutterColor default_box_color = { 255, 255, 255, 255 };
static void clutter_container_iface_init (ClutterContainerIface *iface); G_DEFINE_TYPE (ClutterBox, clutter_box, CLUTTER_TYPE_ACTOR);
G_DEFINE_TYPE_WITH_CODE (ClutterBox, clutter_box, CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
clutter_container_iface_init));
static gint
sort_by_depth (gconstpointer a,
gconstpointer b)
{
gfloat depth_a = clutter_actor_get_depth ((ClutterActor *) a);
gfloat depth_b = clutter_actor_get_depth ((ClutterActor *) b);
if (depth_a < depth_b)
return -1;
if (depth_a > depth_b)
return 1;
return 0;
}
static void
clutter_box_real_add (ClutterContainer *container,
ClutterActor *actor)
{
ClutterBoxPrivate *priv = CLUTTER_BOX (container)->priv;
GList *l, *prev = NULL;
gfloat actor_depth;
g_object_ref (actor);
actor_depth = clutter_actor_get_depth (actor);
/* Find the right place to insert the child so that it will still be
sorted and the child will be after all of the actors at the same
depth */
for (l = priv->children;
l && (clutter_actor_get_depth (l->data) <= actor_depth);
l = l->next)
prev = l;
/* Insert the node before the found node */
l = g_list_prepend (l, actor);
/* Fixup the links */
if (prev)
{
prev->next = l;
l->prev = prev;
}
else
priv->children = l;
clutter_actor_add_child (CLUTTER_ACTOR (container), actor);
clutter_actor_queue_relayout (actor);
g_signal_emit_by_name (container, "actor-added", actor);
g_object_unref (actor);
}
static void
clutter_box_real_remove (ClutterContainer *container,
ClutterActor *actor)
{
ClutterBoxPrivate *priv = CLUTTER_BOX (container)->priv;
g_object_ref (actor);
priv->children = g_list_remove (priv->children, actor);
clutter_actor_remove_child (CLUTTER_ACTOR (container), actor);
clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
g_signal_emit_by_name (container, "actor-removed", actor);
g_object_unref (actor);
}
static void
clutter_box_real_foreach (ClutterContainer *container,
ClutterCallback callback,
gpointer user_data)
{
ClutterBoxPrivate *priv = CLUTTER_BOX (container)->priv;
/* Using g_list_foreach instead of iterating the list manually
because it has better protection against the current node being
removed. This will happen for example if someone calls
clutter_container_foreach(container, clutter_actor_destroy) */
g_list_foreach (priv->children, (GFunc) callback, user_data);
}
static void
clutter_box_real_raise (ClutterContainer *container,
ClutterActor *actor,
ClutterActor *sibling)
{
ClutterBoxPrivate *priv = CLUTTER_BOX (container)->priv;
priv->children = g_list_remove (priv->children, actor);
if (sibling == NULL)
priv->children = g_list_append (priv->children, actor);
else
{
gint index_ = g_list_index (priv->children, sibling) + 1;
priv->children = g_list_insert (priv->children, actor, index_);
}
clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
}
static void
clutter_box_real_lower (ClutterContainer *container,
ClutterActor *actor,
ClutterActor *sibling)
{
ClutterBoxPrivate *priv = CLUTTER_BOX (container)->priv;
priv->children = g_list_remove (priv->children, actor);
if (sibling == NULL)
priv->children = g_list_prepend (priv->children, actor);
else
{
gint index_ = g_list_index (priv->children, sibling);
priv->children = g_list_insert (priv->children, actor, index_);
}
clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
}
static void
clutter_box_real_sort_depth_order (ClutterContainer *container)
{
ClutterBoxPrivate *priv = CLUTTER_BOX (container)->priv;
priv->children = g_list_sort (priv->children, sort_by_depth);
clutter_actor_queue_relayout (CLUTTER_ACTOR (container));
}
static void
clutter_container_iface_init (ClutterContainerIface *iface)
{
iface->add = clutter_box_real_add;
iface->remove = clutter_box_real_remove;
iface->foreach = clutter_box_real_foreach;
iface->raise = clutter_box_real_raise;
iface->lower = clutter_box_real_lower;
iface->sort_depth_order = clutter_box_real_sort_depth_order;
}
static void static void
clutter_box_real_paint (ClutterActor *actor) clutter_box_real_paint (ClutterActor *actor)
{ {
ClutterBoxPrivate *priv = CLUTTER_BOX (actor)->priv; ClutterBoxPrivate *priv = CLUTTER_BOX (actor)->priv;
GList *children;
if (priv->color_set) if (priv->color_set)
{ {
@ -295,7 +139,9 @@ clutter_box_real_paint (ClutterActor *actor)
cogl_rectangle (0, 0, width, height); cogl_rectangle (0, 0, width, height);
} }
g_list_foreach (priv->children, (GFunc) clutter_actor_paint, NULL); children = clutter_actor_get_children (actor);
g_list_foreach (children, (GFunc) clutter_actor_paint, NULL);
g_list_free (children);
} }
static gboolean static gboolean
@ -304,7 +150,7 @@ clutter_box_real_get_paint_volume (ClutterActor *actor,
{ {
ClutterBoxPrivate *priv = CLUTTER_BOX (actor)->priv; ClutterBoxPrivate *priv = CLUTTER_BOX (actor)->priv;
gboolean retval = FALSE; gboolean retval = FALSE;
GList *l; GList *children, *l;
/* if we have a background color, and an allocation, then we need to /* if we have a background color, and an allocation, then we need to
* set it as the base of our paint volume * set it as the base of our paint volume
@ -312,8 +158,10 @@ clutter_box_real_get_paint_volume (ClutterActor *actor,
if (priv->color_set) if (priv->color_set)
retval = clutter_paint_volume_set_from_allocation (volume, actor); retval = clutter_paint_volume_set_from_allocation (volume, actor);
children = clutter_actor_get_children (actor);
/* bail out early if we don't have any child */ /* bail out early if we don't have any child */
if (priv->children == NULL) if (children == NULL)
return retval; return retval;
else else
retval = TRUE; retval = TRUE;
@ -321,7 +169,7 @@ clutter_box_real_get_paint_volume (ClutterActor *actor,
/* otherwise, union the paint volumes of our children, in case /* otherwise, union the paint volumes of our children, in case
* any one of them decides to paint outside the parent's allocation * any one of them decides to paint outside the parent's allocation
*/ */
for (l = priv->children; l != NULL; l = l->next) for (l = children; l != NULL; l = l->next)
{ {
ClutterActor *child = l->data; ClutterActor *child = l->data;
const ClutterPaintVolume *child_volume; const ClutterPaintVolume *child_volume;
@ -335,6 +183,8 @@ clutter_box_real_get_paint_volume (ClutterActor *actor,
clutter_paint_volume_union (volume, child_volume); clutter_paint_volume_union (volume, child_volume);
} }
g_list_free (children);
return retval; return retval;
} }
@ -342,29 +192,13 @@ static void
clutter_box_real_pick (ClutterActor *actor, clutter_box_real_pick (ClutterActor *actor,
const ClutterColor *pick) const ClutterColor *pick)
{ {
ClutterBoxPrivate *priv = CLUTTER_BOX (actor)->priv; GList *children;
CLUTTER_ACTOR_CLASS (clutter_box_parent_class)->pick (actor, pick); CLUTTER_ACTOR_CLASS (clutter_box_parent_class)->pick (actor, pick);
g_list_foreach (priv->children, (GFunc) clutter_actor_paint, NULL); children = clutter_actor_get_children (actor);
} g_list_foreach (children, (GFunc) clutter_actor_paint, NULL);
g_list_free (children);
static void
clutter_box_destroy (ClutterActor *actor)
{
ClutterBoxPrivate *priv = CLUTTER_BOX (actor)->priv;
/* destroy all our children */
g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
if (CLUTTER_ACTOR_CLASS (clutter_box_parent_class)->destroy)
CLUTTER_ACTOR_CLASS (clutter_box_parent_class)->destroy (actor);
}
static void
clutter_box_dispose (GObject *gobject)
{
G_OBJECT_CLASS (clutter_box_parent_class)->dispose (gobject);
} }
static void static void
@ -423,11 +257,9 @@ clutter_box_class_init (ClutterBoxClass *klass)
actor_class->paint = clutter_box_real_paint; actor_class->paint = clutter_box_real_paint;
actor_class->get_paint_volume = clutter_box_real_get_paint_volume; actor_class->get_paint_volume = clutter_box_real_get_paint_volume;
actor_class->pick = clutter_box_real_pick; actor_class->pick = clutter_box_real_pick;
actor_class->destroy = clutter_box_destroy;
gobject_class->set_property = clutter_box_set_property; gobject_class->set_property = clutter_box_set_property;
gobject_class->get_property = clutter_box_get_property; gobject_class->get_property = clutter_box_get_property;
gobject_class->dispose = clutter_box_dispose;
/** /**
* ClutterBox:color: * ClutterBox:color:
@ -837,22 +669,15 @@ clutter_box_pack_at (ClutterBox *box,
const gchar *first_property, const gchar *first_property,
...) ...)
{ {
ClutterBoxPrivate *priv;
va_list var_args; va_list var_args;
g_return_if_fail (CLUTTER_IS_BOX (box)); g_return_if_fail (CLUTTER_IS_BOX (box));
g_return_if_fail (CLUTTER_IS_ACTOR (actor)); g_return_if_fail (CLUTTER_IS_ACTOR (actor));
priv = box->priv; clutter_actor_insert_child_at_index (CLUTTER_ACTOR (box),
/* this is really clutter_box_add() with a different insert() */
priv->children = g_list_insert (priv->children,
actor, actor,
position); position);
clutter_actor_add_child (CLUTTER_ACTOR (box), actor);
clutter_actor_queue_relayout (actor);
/* we need to explicitly call this, because we're not going through /* we need to explicitly call this, because we're not going through
* the default code paths provided by clutter_container_add() * the default code paths provided by clutter_container_add()
*/ */