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cookbook: Added recipe for non-rectangular actor
Added a new recipe for creating a non-rectangular actor using ClutterPath (aka "shaped pick") and the Cogl primitives API. Also cleaned up XML alignment in the actors.xml file.
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@ -462,10 +462,10 @@ clutter_rectangle_set_color (CLUTTER_RECTANGLE (actor),
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<informalexample>
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<informalexample>
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<programlisting>
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<programlisting>
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/*
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/*
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* raise actorB so it is above actorA in the depth order;
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* raise actorB so it is above actorA in the depth order;
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* NB actorA and actorB both need to be in the same container
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* NB actorA and actorB both need to be in the same container
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* for this to work
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* for this to work
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*/
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*/
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clutter_actor_raise (actorB, actorA);
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clutter_actor_raise (actorB, actorA);
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</programlisting>
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</programlisting>
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</informalexample>
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</informalexample>
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@ -486,4 +486,359 @@ clutter_actor_raise (actorB, actorA);
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</section>
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</section>
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<section id="actors-non-rectangular">
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<title>Creating an actor with a non-rectangular shape</title>
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<section>
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<title>Problem</title>
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<para>You want to create a <type>ClutterActor</type> subclass,
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but don't want it to be rectangular; for example, you want a
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star-shaped actor.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>Use Cogl primitives to draw the actor.</para>
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<para>Below is an example of the pick and paint implementations for a
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star-shaped <type>StarActor</type> class (an extension of
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<type>ClutterActor</type>).</para>
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<para>Like <type>ClutterRectangle</type>, it has a private
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struct internally, which contains a <type>ClutterColor</type>
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denoting the color it should be painted. This is used to set the Cogl
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source color.</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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star_actor_paint (ClutterActor *actor)
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{
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ClutterActorBox allocation = { 0, };
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gfloat width, height;
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guint tmp_alpha;
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/* priv is a private internal struct */
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ClutterColor color = STAR_ACTOR (actor)->priv->color;
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clutter_actor_get_allocation_box (actor, &allocation);
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clutter_actor_box_get_size (&allocation, &width, &height);
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tmp_alpha = clutter_actor_get_paint_opacity (actor)
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* color.alpha
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/ 255;
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cogl_path_new ();
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cogl_set_source_color4ub (color.red,
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color.green,
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color.blue,
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tmp_alpha);
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/* create and store a path describing a star */
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cogl_path_move_to (width * 0.5, 0);
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cogl_path_line_to (width, height * 0.75);
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cogl_path_line_to (0, height * 0.75);
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cogl_path_move_to (width * 0.5, height);
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cogl_path_line_to (0, height * 0.25);
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cogl_path_line_to (width, height * 0.25);
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cogl_path_line_to (width * 0.5, height);
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cogl_path_fill ();
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}
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static void
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star_actor_pick (ClutterActor *actor,
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const ClutterColor *pick_color)
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{
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if (!clutter_actor_should_pick_paint (actor))
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return;
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ClutterActorBox allocation = { 0, };
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gfloat width, height;
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clutter_actor_get_allocation_box (actor, &allocation);
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clutter_actor_box_get_size (&allocation, &width, &height);
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cogl_path_new ();
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cogl_set_source_color4ub (pick_color->red,
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pick_color->green,
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pick_color->blue,
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pick_color->alpha);
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/* create and store a path describing a star */
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cogl_path_move_to (width * 0.5, 0);
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cogl_path_line_to (width, height * 0.75);
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cogl_path_line_to (0, height * 0.75);
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cogl_path_move_to (width * 0.5, height);
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cogl_path_line_to (0, height * 0.25);
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cogl_path_line_to (width, height * 0.25);
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cogl_path_line_to (width * 0.5, height);
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cogl_path_fill ();
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}
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]]>
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</programlisting>
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</informalexample>
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<para>If you need more information about how to implement your own
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<type>ClutterActor</type>, see the Clutter reference
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manual.</para>
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<para>Note that the code in these two functions is virtually identical:
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the Discussion section suggests how to remove this redundancy.</para>
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</section>
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<section>
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<title>Discussion</title>
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<para>The above is one approach to creating a non-rectangular
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actor. But it's also possible to get a similar effect by
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subclassing an existing actor (like <type>ClutterRectangle</type>)
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and giving it a non-rectangular appearance. You could do this by
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making the underlying rectangle transparent and then drawing on
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top of it (e.g. using Cairo or Cogl).</para>
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<para>However, if you then made such an actor reactive, events
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like mouse button presses would be triggered from anywhere on
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the underlying rectangle. This is true even if the visible part
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of the actor only partially fills the rectangle (underneath, it's
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still a rectangle).</para>
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<para>The advantage of using Cogl paths is that the reactive area
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of the actor is defined by the Cogl path. So if you have a
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star-shaped actor, only clicks (or other events) directly on the
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star will have any effect on it.</para>
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<section>
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<title>Cogl path coordinates</title>
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<para>In the example shown, <function>cogl_path_move_to()</function>
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and <function>cogl_path_line_to()</function> are used. These
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take absolute <code>x</code> and <code>y</code> coordinates as
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arguments, relative to the GL 'modelview' transform matrix; in
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the case of an actor's <function>paint</function> implementation,
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relative to the bounding box for the actor. So if an actor has
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width and height of 50 pixels, and you used
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<function>cogl_move_to (25, 25)</function> in its
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<function>paint</function> implementation, the "pen"
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moves to the centre of the actor, regardless of where the actor
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is positioned on the stage. Similarly, using
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<function>cogl_path_line_to()</function> creates a line segment
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from the current pen position to the absolute coordinates
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(<code>x</code>, <code>y</code>) specified.</para>
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<para>The Cogl API also provides various "rel" variants of the path
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functions (e.g. <function>cogl_path_rel_line_to()</function>), which
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create path segments relative to the current pen position (i.e.
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<code>pen_x + x</code>, <code>pen_y + y</code>).</para>
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<para>It's important to note that the path isn't drawn until you
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call <function>cogl_path_stroke()</function> (to draw the path segments)
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or <function>cogl_path_fill()</function> (to fill the area enclosed by
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the path). The path is cleared once it's been drawn.
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Using the <function>*_preserve</function> variants of these functions draws
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the path and retains it (so it could be drawn again).</para>
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</section>
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<section>
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<title>Other Cogl primitives</title>
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<para>Note that the Cogl primitives API provides other types of path
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segment beyond straight lines that we didn't use here, including:</para>
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<itemizedlist>
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<listitem>
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<para>Bezier curves (<function>cogl_path_curve_to()</function>)</para>
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</listitem>
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<listitem>
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<para>Arcs (<function>cogl_path_arc()</function>)</para>
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</listitem>
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<listitem>
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<para>Polygons (<function>cogl_path_polygon()</function>)</para>
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</listitem>
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<listitem>
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<para>Rectangles (<function>cogl_path_rectangle()</function>)</para>
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</listitem>
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<listitem>
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<para>Rectangles with rounded corners
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(<function>cogl_path_round_rectangle()</function>)</para>
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</listitem>
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<listitem>
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<para>Ellipses (<function>cogl_path_ellipse()</function>)</para>
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</listitem>
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</itemizedlist>
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<para>If you need more flexibility than is available in the Cogl path
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API, you can make direct use of the <type>CoglVertexBuffer</type>
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API instead. This is a lower-level API, but could potentially
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be used to draw more complex shapes.</para>
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</section>
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<section>
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<title>Using <type>ClutterPath</type> to store the path</title>
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<para>The disadvantage of the code above is that the paths are stored in two
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places: once for <function>pick</function>, and once for
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<function>paint</function>. It would make sense to store the
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path in one place and reference it from both of these functions to
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prevent duplication.</para>
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<para>Clutter provides a <type>ClutterPath</type> API for storing
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generic path descriptions. It can be used to describe paths
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which translate to Cogl or Cairo paths, and can also be used to
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describe animation paths.</para>
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<para>We can use a <type>ClutterPath</type> instance stored
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inside the actor to define the path for <function>pick</function> and
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<function>paint</function>; then, inside those functions, we
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translate the <type>ClutterPath</type> into Cogl path function calls
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(NB <type>ClutterPath</type> is effectively a declarative method
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for defining a path, while the Cogl path API is imperative).</para>
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<para>First we add a <varname>path</varname> member to the private
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struct for the <type>StarActor</type> class (using standard
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GObject mechanisms). The <function>init</function> implementation for
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<type>StarActor</type> creates an empty path:</para>
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<informalexample>
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<programlisting>
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static void
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star_actor_init (StarActor *self)
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{
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self->priv = STAR_ACTOR_GET_PRIVATE (self);
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self->priv->path = clutter_path_new ();
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clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
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}
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</programlisting>
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</informalexample>
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<para>One consideration is that the path coordinates need to
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fit inside the actor's bounding box. So as the actor's allocation
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changes, <varname>path</varname> also needs to change. We can do this
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by implementing <function>allocate</function> for the
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<type>StarActor</type> class:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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star_actor_allocate (ClutterActor *actor,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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ClutterPath *path = STAR_ACTOR (actor)->priv->path;
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gfloat width, height;
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clutter_actor_box_get_size (box, &width, &height);
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/* create and store a path describing a star */
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clutter_path_clear (path);
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clutter_path_add_move_to (path, width * 0.5, 0);
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clutter_path_add_line_to (path, width, height * 0.75);
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clutter_path_add_line_to (path, 0, height * 0.75);
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clutter_path_add_move_to (path, width * 0.5, height);
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clutter_path_add_line_to (path, 0, height * 0.25);
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clutter_path_add_line_to (path, width, height * 0.25);
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clutter_path_add_line_to (path, width * 0.5, height);
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CLUTTER_ACTOR_CLASS (star_actor_parent_class)->allocate (actor, box, flags);
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}
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]]>
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</programlisting>
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</informalexample>
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<para>This clears then adds segments to the
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<type>ClutterPath</type> stored with the
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<type>StarActor</type> instance. The positioning and
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lengths of the segments are relative to the size of the actor when
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its allocation changes.</para>
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<para>The <function>pick</function> and <function>paint</function>
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functions now reference the <type>ClutterPath</type> (only the
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<function>pick</function> is shown below); and
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to turn the path into drawing operations, we implement a
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<function>star_actor_convert_clutter_path_node()</function> function
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which takes a <type>ClutterPathNode</type> and converts it
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into its Cogl equivalent:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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star_actor_convert_clutter_path_node (const ClutterPathNode *node,
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gpointer data)
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{
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g_return_if_fail (node != NULL);
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ClutterKnot knot;
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switch (node->type)
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{
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case CLUTTER_PATH_MOVE_TO:
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knot = node->points[0];
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cogl_path_move_to (knot.x, knot.y);
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break;
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case CLUTTER_PATH_LINE_TO:
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knot = node->points[0];
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cogl_path_line_to (knot.x, knot.y);
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break;
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default:
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break;
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}
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}
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static void
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star_actor_pick (ClutterActor *actor,
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const ClutterColor *pick_color)
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{
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if (!clutter_actor_should_pick_paint (actor))
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return;
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ClutterActorBox allocation = { 0, };
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gfloat width, height;
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ClutterPath *path = STAR_ACTOR (actor)->priv->path;
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clutter_actor_get_allocation_box (actor, &allocation);
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clutter_actor_box_get_size (&allocation, &width, &height);
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cogl_path_new ();
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cogl_set_source_color4ub (pick_color->red,
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pick_color->green,
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pick_color->blue,
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pick_color->alpha);
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clutter_path_foreach (path, star_actor_convert_clutter_path_node, NULL);
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cogl_path_fill ();
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}
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]]>
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</programlisting>
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</informalexample>
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<note>
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<para>The conversion function only covers
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<type>ClutterPathNode</type> types encountered in this
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actor.</para>
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</note>
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<para>Instead of converting to Cogl path operations, another alternative
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would be to use the <function>clutter_path_to_cairo_path()</function>
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function to write directly from the <type>ClutterPath</type>
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onto a Cairo context.</para>
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</section>
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</section>
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</section>
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</chapter>
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</chapter>
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