actor: Add :z-position and deprecate :depth

The ClutterActor:depth property has always been a bit of a misnomer:
actors are 2D flat surfaces, so they cannot have "depth"; the property
defines the position on the Z axis.

Another side effect of the :depth property is that it decides the
default paint and allocation order on insertion, and that setting it
will call the ClutterContainer.sort_depth_order() method. This has
proven to be a fairly bad design decision that we strung along from the
0.x days, as it gives a false impression of being able to change the
paint and allocation order simply by changing the position on the Z
axis — something that, in reality, requires depth testing to be enabled
during the paint sequence of an actor's parent.

For 2.0 we need a clean break from the side effects, and a better
defined interface.

ClutterActor:z-position is essentially what ClutterActor:depth is, but
doesn't call into ClutterContainer, and has a more apt name.

https://bugzilla.gnome.org/show_bug.cgi?id=679465
This commit is contained in:
Emmanuele Bassi 2012-07-05 18:57:38 +01:00
parent 9b7287e897
commit b20e9b78e5
9 changed files with 154 additions and 21 deletions

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@ -718,7 +718,7 @@ cally_actor_get_mdi_zorder (AtkComponent *component)
cally_actor = CALLY_ACTOR(component); cally_actor = CALLY_ACTOR(component);
actor = CALLY_GET_CLUTTER_ACTOR (cally_actor); actor = CALLY_GET_CLUTTER_ACTOR (cally_actor);
return clutter_actor_get_depth (actor); return clutter_actor_get_z_position (actor);
} }
static gboolean static gboolean

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@ -199,8 +199,8 @@ struct _ClutterTransformInfo
/* anchor point */ /* anchor point */
AnchorCoord anchor; AnchorCoord anchor;
/* depth */ /* z_position */
gfloat depth; gfloat z_position;
}; };
const ClutterTransformInfo * _clutter_actor_get_transform_info_or_defaults (ClutterActor *self); const ClutterTransformInfo * _clutter_actor_get_transform_info_or_defaults (ClutterActor *self);

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@ -854,7 +854,8 @@ enum
/* Allocation properties are read-only */ /* Allocation properties are read-only */
PROP_ALLOCATION, PROP_ALLOCATION,
PROP_DEPTH, PROP_DEPTH, /* XXX:2.0 remove */
PROP_Z_POSITION,
PROP_CLIP, PROP_CLIP,
PROP_HAS_CLIP, PROP_HAS_CLIP,
@ -2955,8 +2956,8 @@ clutter_actor_real_apply_transform (ClutterActor *self,
priv->allocation.y1, priv->allocation.y1,
0.0); 0.0);
if (info->depth) if (info->z_position != 0.f)
cogl_matrix_translate (transform, 0, 0, info->depth); cogl_matrix_translate (transform, 0, 0, info->z_position);
/* /*
* because the rotation involves translations, we must scale * because the rotation involves translations, we must scale
@ -4565,10 +4566,14 @@ clutter_actor_set_property (GObject *object,
clutter_actor_set_request_mode (actor, g_value_get_enum (value)); clutter_actor_set_request_mode (actor, g_value_get_enum (value));
break; break;
case PROP_DEPTH: case PROP_DEPTH: /* XXX:2.0 - remove */
clutter_actor_set_depth (actor, g_value_get_float (value)); clutter_actor_set_depth (actor, g_value_get_float (value));
break; break;
case PROP_Z_POSITION:
clutter_actor_set_z_position (actor, g_value_get_float (value));
break;
case PROP_OPACITY: case PROP_OPACITY:
clutter_actor_set_opacity (actor, g_value_get_uint (value)); clutter_actor_set_opacity (actor, g_value_get_uint (value));
break; break;
@ -4912,10 +4917,14 @@ clutter_actor_get_property (GObject *object,
g_value_set_boxed (value, &priv->allocation); g_value_set_boxed (value, &priv->allocation);
break; break;
case PROP_DEPTH: case PROP_DEPTH: /* XXX:2.0 - remove */
g_value_set_float (value, clutter_actor_get_depth (actor)); g_value_set_float (value, clutter_actor_get_depth (actor));
break; break;
case PROP_Z_POSITION:
g_value_set_float (value, clutter_actor_get_z_position (actor));
break;
case PROP_OPACITY: case PROP_OPACITY:
g_value_set_uint (value, priv->opacity); g_value_set_uint (value, priv->opacity);
break; break;
@ -6026,9 +6035,14 @@ clutter_actor_class_init (ClutterActorClass *klass)
* The #ClutterActor:depth property is relative to the parent's * The #ClutterActor:depth property is relative to the parent's
* modelview matrix. * modelview matrix.
* *
* Setting this property will call #ClutterContainerIface.sort_depth_order()
* which is usually a no-op, and it's most likely not what you want.
*
* The #ClutterActor:depth property is animatable. * The #ClutterActor:depth property is animatable.
* *
* Since: 0.6 * Since: 0.6
*
* Deprecated: 1.12: Use #ClutterActor:z-position instead.
*/ */
obj_props[PROP_DEPTH] = obj_props[PROP_DEPTH] =
g_param_spec_float ("depth", g_param_spec_float ("depth",
@ -6038,6 +6052,34 @@ clutter_actor_class_init (ClutterActorClass *klass)
0.0, 0.0,
G_PARAM_READWRITE | G_PARAM_READWRITE |
G_PARAM_STATIC_STRINGS | G_PARAM_STATIC_STRINGS |
G_PARAM_DEPRECATED |
CLUTTER_PARAM_ANIMATABLE);
/**
* ClutterActor:z-position:
*
* The actor's position on the Z axis, relative to the parent's
* transformations.
*
* Positive values will bring the actor's position nearer to the user,
* whereas negative values will bring the actor's position farther from
* the user.
*
* The #ClutterActor:z-position does not affect the paint or allocation
* order.
*
* The #ClutterActor:z-position property is animatable.
*
* Since: 1.12
*/
obj_props[PROP_Z_POSITION] =
g_param_spec_float ("z-position",
P_("Z Position"),
P_("The actor's position on the Z axis"),
-G_MAXFLOAT, G_MAXFLOAT,
0.0f,
G_PARAM_READWRITE |
G_PARAM_STATIC_STRINGS |
CLUTTER_PARAM_ANIMATABLE); CLUTTER_PARAM_ANIMATABLE);
/** /**
@ -10805,10 +10847,10 @@ clutter_actor_set_depth_internal (ClutterActor *self,
info = _clutter_actor_get_transform_info (self); info = _clutter_actor_get_transform_info (self);
if (info->depth != depth) if (info->z_position != depth)
{ {
/* Sets Z value - XXX 2.0: should we invert? */ /* Sets Z value - XXX 2.0: should we invert? */
info->depth = depth; info->z_position = depth;
self->priv->transform_valid = FALSE; self->priv->transform_valid = FALSE;
@ -10823,6 +10865,76 @@ clutter_actor_set_depth_internal (ClutterActor *self,
} }
} }
static inline void
clutter_actor_set_z_position_internal (ClutterActor *self,
float z_position)
{
ClutterTransformInfo *info;
info = _clutter_actor_get_transform_info (self);
if (memcmp (&info->z_position, &z_position, sizeof (float)) != 0)
{
info->z_position = z_position;
self->priv->transform_valid = FALSE;
clutter_actor_queue_redraw (self);
g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_Z_POSITION]);
}
}
/**
* clutter_actor_set_z_position:
* @self: a #ClutterActor
* @z_position: the position on the Z axis
*
* Sets the actor's position on the Z axis.
*
* See #ClutterActor:z-position.
*
* Since: 1.12
*/
void
clutter_actor_set_z_position (ClutterActor *self,
gfloat z_position)
{
g_return_if_fail (CLUTTER_IS_ACTOR (self));
if (_clutter_actor_get_transition (self, obj_props[PROP_Z_POSITION]) == NULL)
{
const ClutterTransformInfo *info;
info = _clutter_actor_get_transform_info_or_defaults (self);
_clutter_actor_create_transition (self, obj_props[PROP_Z_POSITION],
info->z_position,
z_position);
}
else
_clutter_actor_update_transition (self, obj_props[PROP_Z_POSITION],
z_position);
}
/**
* clutter_actor_get_z_position:
* @self: a #ClutterActor
*
* Retrieves the actor's position on the Z axis.
*
* Return value: the position on the Z axis.
*
* Since: 1.12
*/
gfloat
clutter_actor_get_z_position (ClutterActor *self)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.f);
return _clutter_actor_get_transform_info_or_defaults (self)->z_position;
}
/** /**
* clutter_actor_set_depth: * clutter_actor_set_depth:
* @self: a #ClutterActor * @self: a #ClutterActor
@ -10832,6 +10944,8 @@ clutter_actor_set_depth_internal (ClutterActor *self,
* *
* The unit used by @depth is dependant on the perspective setup. See * The unit used by @depth is dependant on the perspective setup. See
* also clutter_stage_set_perspective(). * also clutter_stage_set_perspective().
*
* Deprecated: 1.12: Use clutter_actor_set_z_position() instead.
*/ */
void void
clutter_actor_set_depth (ClutterActor *self, clutter_actor_set_depth (ClutterActor *self,
@ -10846,7 +10960,7 @@ clutter_actor_set_depth (ClutterActor *self,
info = _clutter_actor_get_transform_info_or_defaults (self); info = _clutter_actor_get_transform_info_or_defaults (self);
_clutter_actor_create_transition (self, obj_props[PROP_DEPTH], _clutter_actor_create_transition (self, obj_props[PROP_DEPTH],
info->depth, info->z_position,
depth); depth);
} }
else else
@ -10862,13 +10976,15 @@ clutter_actor_set_depth (ClutterActor *self,
* Retrieves the depth of @self. * Retrieves the depth of @self.
* *
* Return value: the depth of the actor * Return value: the depth of the actor
*
* Deprecated: 1.12: Use clutter_actor_get_z_position() instead.
*/ */
gfloat gfloat
clutter_actor_get_depth (ClutterActor *self) clutter_actor_get_depth (ClutterActor *self)
{ {
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0); g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
return _clutter_actor_get_transform_info_or_defaults (self)->depth; return _clutter_actor_get_transform_info_or_defaults (self)->z_position;
} }
/** /**
@ -11230,7 +11346,7 @@ insert_child_at_depth (ClutterActor *self,
child->priv->parent = self; child->priv->parent = self;
child_depth = child_depth =
_clutter_actor_get_transform_info_or_defaults (child)->depth; _clutter_actor_get_transform_info_or_defaults (child)->z_position;
/* special-case the first child */ /* special-case the first child */
if (self->priv->n_children == 0) if (self->priv->n_children == 0)
@ -11254,7 +11370,7 @@ insert_child_at_depth (ClutterActor *self,
float iter_depth; float iter_depth;
iter_depth = iter_depth =
_clutter_actor_get_transform_info_or_defaults (iter)->depth; _clutter_actor_get_transform_info_or_defaults (iter)->z_position;
if (iter_depth > child_depth) if (iter_depth > child_depth)
break; break;
@ -13636,6 +13752,10 @@ clutter_actor_set_animatable_property (ClutterActor *actor,
clutter_actor_set_depth_internal (actor, g_value_get_float (value)); clutter_actor_set_depth_internal (actor, g_value_get_float (value));
break; break;
case PROP_Z_POSITION:
clutter_actor_set_z_position_internal (actor, g_value_get_float (value));
break;
case PROP_OPACITY: case PROP_OPACITY:
clutter_actor_set_opacity_internal (actor, g_value_get_uint (value)); clutter_actor_set_opacity_internal (actor, g_value_get_uint (value));
break; break;

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@ -399,9 +399,11 @@ void clutter_actor_set_x
gfloat x); gfloat x);
void clutter_actor_set_y (ClutterActor *self, void clutter_actor_set_y (ClutterActor *self,
gfloat y); gfloat y);
void clutter_actor_set_depth (ClutterActor *self, CLUTTER_AVAILABLE_IN_1_12
gfloat depth); void clutter_actor_set_z_position (ClutterActor *self,
gfloat clutter_actor_get_depth (ClutterActor *self); gfloat z_position);
CLUTTER_AVAILABLE_IN_1_12
gfloat clutter_actor_get_z_position (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10 CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_layout_manager (ClutterActor *self, void clutter_actor_set_layout_manager (ClutterActor *self,
ClutterLayoutManager *manager); ClutterLayoutManager *manager);

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@ -158,6 +158,7 @@ clutter_actor_get_x
clutter_actor_get_y_align clutter_actor_get_y_align
clutter_actor_get_y_expand clutter_actor_get_y_expand
clutter_actor_get_y clutter_actor_get_y
clutter_actor_get_z_position
clutter_actor_get_z_rotation_gravity clutter_actor_get_z_rotation_gravity
clutter_actor_grab_key_focus clutter_actor_grab_key_focus
clutter_actor_has_actions clutter_actor_has_actions
@ -271,6 +272,7 @@ clutter_actor_set_x
clutter_actor_set_y_align clutter_actor_set_y_align
clutter_actor_set_y_expand clutter_actor_set_y_expand
clutter_actor_set_y clutter_actor_set_y
clutter_actor_set_z_position
clutter_actor_set_z_rotation_from_gravity clutter_actor_set_z_rotation_from_gravity
clutter_actor_should_pick_paint clutter_actor_should_pick_paint
clutter_actor_show clutter_actor_show

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@ -83,6 +83,13 @@ void clutter_actor_show_all (ClutterActor *self);
CLUTTER_DEPRECATED_IN_1_10 CLUTTER_DEPRECATED_IN_1_10
void clutter_actor_hide_all (ClutterActor *self); void clutter_actor_hide_all (ClutterActor *self);
CLUTTER_DEPRECATED_IN_1_12_FOR(clutter_actor_set_z_position)
void clutter_actor_set_depth (ClutterActor *self,
gfloat depth);
CLUTTER_DEPRECATED_IN_1_12_FOR(clutter_actor_get_z_position)
gfloat clutter_actor_get_depth (ClutterActor *self);
G_END_DECLS G_END_DECLS
#endif /* __CLUTTER_ACTOR_DEPRECATED_H__ */ #endif /* __CLUTTER_ACTOR_DEPRECATED_H__ */

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@ -29,6 +29,7 @@
#define CLUTTER_DISABLE_DEPRECATION_WARNINGS #define CLUTTER_DISABLE_DEPRECATION_WARNINGS
#include "deprecated/clutter-actor.h"
#include "clutter-alpha.h" #include "clutter-alpha.h"
#include "clutter-behaviour.h" #include "clutter-behaviour.h"
#include "clutter-behaviour-depth.h" #include "clutter-behaviour-depth.h"

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@ -51,6 +51,7 @@
#include <stdlib.h> #include <stdlib.h>
#define CLUTTER_DISABLE_DEPRECATION_WARNINGS #define CLUTTER_DISABLE_DEPRECATION_WARNINGS
#include "deprecated/clutter-actor.h"
#include "clutter-alpha.h" #include "clutter-alpha.h"
#include "clutter-behaviour.h" #include "clutter-behaviour.h"

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@ -32,17 +32,17 @@ on_crossing (ClutterActor *actor,
gpointer data) gpointer data)
{ {
gboolean is_enter = GPOINTER_TO_UINT (data); gboolean is_enter = GPOINTER_TO_UINT (data);
float depth; float zpos;
if (is_enter) if (is_enter)
depth = -250.0; zpos = -250.0;
else else
depth = 0.0; zpos = 0.0;
clutter_actor_save_easing_state (actor); clutter_actor_save_easing_state (actor);
clutter_actor_set_easing_duration (actor, 500); clutter_actor_set_easing_duration (actor, 500);
clutter_actor_set_easing_mode (actor, CLUTTER_EASE_OUT_BOUNCE); clutter_actor_set_easing_mode (actor, CLUTTER_EASE_OUT_BOUNCE);
clutter_actor_set_depth (actor, depth); clutter_actor_set_z_position (actor, zpos);
clutter_actor_restore_easing_state (actor); clutter_actor_restore_easing_state (actor);
return CLUTTER_EVENT_STOP; return CLUTTER_EVENT_STOP;