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actor: Allow binding an actor to a GListModel
It can be useful to bind the children list to set of objects inside a GListModel implementation; the GListModel stores the objects, and every time the model changes, a function is called that maps each object in the model to a newly created ClutterActor, which is then added as a child. This API, along with the property binding one inside GObject, allows automatic creation of views based on object models that update themselves without manual intervention.
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@ -798,6 +798,11 @@ struct _ClutterActorPrivate
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*/
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gulong in_cloned_branch;
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GListModel *child_model;
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ClutterActorCreateChildFunc create_child_func;
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gpointer create_child_data;
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GDestroyNotify create_child_notify;
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/* bitfields: KEEP AT THE END */
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/* fixed position and sizes */
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@ -5928,6 +5933,18 @@ clutter_actor_dispose (GObject *object)
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g_clear_object (&priv->effects);
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g_clear_object (&priv->flatten_effect);
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if (priv->child_model != NULL)
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{
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if (priv->create_child_notify != NULL)
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priv->create_child_notify (priv->create_child_data);
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priv->create_child_func = NULL;
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priv->create_child_data = NULL;
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priv->create_child_notify = NULL;
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g_clear_object (&priv->child_model);
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}
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if (priv->layout_manager != NULL)
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{
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clutter_layout_manager_set_container (priv->layout_manager, NULL);
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@ -20776,3 +20793,113 @@ _clutter_actor_get_active_framebuffer (ClutterActor *self)
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return _clutter_stage_get_active_framebuffer (stage);
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}
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static void
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clutter_actor_bound_model__changed (GListModel *model,
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guint position,
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guint removed,
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guint added,
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gpointer user_data)
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{
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ClutterActor *parent = user_data;
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ClutterActorPrivate *priv = parent->priv;
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guint i;
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while (removed--)
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{
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ClutterActor *child = clutter_actor_get_child_at_index (parent, position);
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clutter_actor_destroy (child);
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}
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for (i = 0; i < added; i++)
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{
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GObject *item = g_list_model_get_item (model, position + i);
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ClutterActor *child = priv->create_child_func (item, priv->create_child_data);
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/* The actor returned by the function can have a floating reference,
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* if the implementation is in pure C, or have a full reference, usually
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* the case for language bindings. To avoid leaking references, we
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* try to assume ownership of the instance, and release the reference
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* at the end unconditionally, leaving the only reference to the actor
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* itself.
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*/
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if (g_object_is_floating (child))
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g_object_ref_sink (child);
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clutter_actor_insert_child_at_index (parent, child, position + i);
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g_object_unref (child);
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g_object_unref (item);
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}
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}
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/**
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* clutter_actor_bind_model:
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* @self: a #ClutterActor
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* @model: (optional): a #GListModel
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* @create_child_func: a function that creates #ClutterActor instances
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* from the contents of the @model
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* @user_data: user data passed to @create_child_func
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* @notify: function called when unsetting the @model
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*
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* Binds a #GListModel to a #ClutterActor.
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*
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* If the #ClutterActor was already bound to a #GListModel, the previous
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* binding is destroyed.
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*
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* The existing children of #ClutterActor are destroyed when setting a
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* model, and new children are created and added, representing the contents
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* of the @model. The #ClutterActor is updated whenever the @model changes.
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* If @model is %NULL, the #ClutterActor is left empty.
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*
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* When a #ClutterActor is bound to a model, adding and removing children
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* directly is undefined behaviour.
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*
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* Since: 1.24
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*/
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void
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clutter_actor_bind_model (ClutterActor *self,
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GListModel *model,
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ClutterActorCreateChildFunc create_child_func,
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gpointer user_data,
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GDestroyNotify notify)
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{
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ClutterActorPrivate *priv = clutter_actor_get_instance_private (self);
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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g_return_if_fail (model == NULL || G_IS_LIST_MODEL (model));
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g_return_if_fail (model == NULL || create_child_func != NULL);
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if (priv->child_model != NULL)
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{
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if (priv->create_child_notify != NULL)
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priv->create_child_notify (priv->create_child_data);
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g_signal_handlers_disconnect_by_func (priv->child_model,
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clutter_actor_bound_model__changed,
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self);
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g_clear_object (&priv->child_model);
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priv->create_child_func = NULL;
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priv->create_child_data = NULL;
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priv->create_child_notify = NULL;
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}
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clutter_actor_destroy_all_children (self);
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if (model == NULL)
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return;
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priv->child_model = g_object_ref (model);
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priv->create_child_func = create_child_func;
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priv->create_child_data = user_data;
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priv->create_child_notify = notify;
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g_signal_connect (priv->child_model, "items-changed",
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G_CALLBACK (clutter_actor_bound_model__changed),
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self);
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clutter_actor_bound_model__changed (priv->child_model,
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0,
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0, g_list_model_get_n_items (priv->child_model),
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self);
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}
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@ -31,6 +31,7 @@
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/* clutter-actor.h */
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#include <gio/gio.h>
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#include <pango/pango.h>
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#include <atk/atk.h>
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@ -851,6 +852,32 @@ CLUTTER_AVAILABLE_IN_1_22
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gint clutter_actor_get_opacity_override (ClutterActor *self);
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#endif
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/**
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* ClutterActorCreateChildFunc:
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* @item: (type GObject): the item in the model
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* @user_data: Data passed to clutter_actor_bind_model()
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*
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* Creates a #ClutterActor using the @item in the model.
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*
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* The usual way to implement this function is to create a #ClutterActor
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* instance and then bind the #GObject properties to the actor properties
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* of interest, using g_object_bind_property(). This way, when the @item
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* in the #GListModel changes, the #ClutterActor changes as well.
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*
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* Returns: (transfer full): The newly created child #ClutterActor
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*
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* Since: 1.24
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*/
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typedef ClutterActor * (* ClutterActorCreateChildFunc) (gpointer item,
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gpointer user_data);
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CLUTTER_AVAILABLE_IN_1_24
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void clutter_actor_bind_model (ClutterActor *self,
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GListModel *model,
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ClutterActorCreateChildFunc create_child_func,
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gpointer user_data,
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GDestroyNotify notify);
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G_END_DECLS
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#endif /* __CLUTTER_ACTOR_H__ */
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@ -465,6 +465,8 @@ clutter_actor_iter_next
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clutter_actor_iter_prev
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clutter_actor_iter_remove
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clutter_actor_iter_destroy
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ClutterActorCreateChildFunc
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clutter_actor_bind_model
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<SUBSECTION>
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clutter_actor_save_easing_state
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