/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * * Copyright (C) 2006, 2007, 2008 OpenedHand Ltd * Copyright (C) 2009, 2010 Intel Corp * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . */ #pragma once #if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION) #error "Only can be included directly." #endif /* clutter-actor.h */ #include #include #include #include "cogl/cogl.h" #include "clutter/clutter-types.h" #include "clutter/clutter-event.h" #include "clutter/clutter-paint-context.h" #include "clutter/clutter-pick-context.h" #include "mtk/mtk.h" G_BEGIN_DECLS #define CLUTTER_TYPE_ACTOR (clutter_actor_get_type ()) #define CLUTTER_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_ACTOR, ClutterActor)) #define CLUTTER_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_ACTOR, ClutterActorClass)) #define CLUTTER_IS_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_ACTOR)) #define CLUTTER_IS_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_ACTOR)) #define CLUTTER_ACTOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_ACTOR, ClutterActorClass)) typedef struct _ClutterActorClass ClutterActorClass; typedef struct _ClutterActorPrivate ClutterActorPrivate; /** * ClutterCallback: * @actor: a #ClutterActor * @data: (closure): user data * * Generic callback */ typedef void (*ClutterCallback) (ClutterActor *actor, gpointer data); /** * CLUTTER_CALLBACK: * @f: a function * * Convenience macro to cast a function to #ClutterCallback */ #define CLUTTER_CALLBACK(f) ((ClutterCallback) (f)) struct _ClutterActor { /*< private >*/ GInitiallyUnowned parent_instance; /*< public >*/ guint32 flags; /*< private >*/ guint32 private_flags; ClutterActorPrivate *priv; }; /** * ClutterActorClass: * @show: signal class handler for #ClutterActor::show; it must chain * up to the parent's implementation * @hide: signal class handler for #ClutterActor::hide; it must chain * up to the parent's implementation * @hide_all: virtual function for containers and composite actors, to * determine which children should be shown when calling * clutter_actor_hide_all() on the actor. Defaults to calling * clutter_actor_hide(). This virtual function is deprecated and it * should not be overridden. * @realize: virtual function, used to allocate resources for the actor; * it should chain up to the parent's implementation. This virtual * function is deprecated and should not be overridden in newly * written code. * @unrealize: virtual function, used to deallocate resources allocated * in ::realize; it should chain up to the parent's implementation. This * function is deprecated and should not be overridden in newly * written code. * @map: virtual function for containers and composite actors, to * map their children; it must chain up to the parent's implementation. * Overriding this function is optional. * @unmap: virtual function for containers and composite actors, to * unmap their children; it must chain up to the parent's implementation. * Overriding this function is optional. * @paint: virtual function, used to paint the actor * @get_preferred_width: virtual function, used when querying the minimum * and natural widths of an actor for a given height; it is used by * clutter_actor_get_preferred_width() * @get_preferred_height: virtual function, used when querying the minimum * and natural heights of an actor for a given width; it is used by * clutter_actor_get_preferred_height() * @allocate: virtual function, used when setting the coordinates of an * actor; it is used by clutter_actor_allocate(); when overriding this * function without chaining up, clutter_actor_set_allocation() must be * called and children must be allocated by the implementation, when * chaining up though, those things will be done by the parent's * implementation. * @apply_transform: virtual function, used when applying the transformations * to an actor before painting it or when transforming coordinates or * the allocation; if the transformation calculated by this function may * have changed, the cached transformation must be invalidated by calling * clutter_actor_invalidate_transform(); it must chain up to the parent's * implementation * @parent_set: signal class handler for the #ClutterActor::parent-set * @destroy: signal class handler for #ClutterActor::destroy. It must * chain up to the parent's implementation * @pick: virtual function, used to draw an outline of the actor with * the given color * @event: class handler for #ClutterActor::event * @button_press_event: class handler for #ClutterActor::button-press-event * @button_release_event: class handler for * #ClutterActor::button-release-event * @scroll_event: signal class closure for #ClutterActor::scroll-event * @key_press_event: signal class closure for #ClutterActor::key-press-event * @key_release_event: signal class closure for * #ClutterActor::key-release-event * @motion_event: signal class closure for #ClutterActor::motion-event * @enter_event: signal class closure for #ClutterActor::enter-event * @leave_event: signal class closure for #ClutterActor::leave-event * @captured_event: signal class closure for #ClutterActor::captured-event * @key_focus_in: signal class closure for #ClutterActor::key-focus-in * @key_focus_out: signal class closure for #ClutterActor::key-focus-out * @queue_relayout: class handler for #ClutterActor::queue-relayout * @get_accessible: virtual function, returns the accessible object that * describes the actor to an assistive technology. * @get_paint_volume: virtual function, for sub-classes to define their * #ClutterPaintVolume * @has_overlaps: virtual function for * sub-classes to advertise whether they need an offscreen redirect * to get the correct opacity. See * clutter_actor_set_offscreen_redirect() for details. * @paint_node: virtual function for creating paint nodes and attaching * them to the render tree * @touch_event: signal class closure for #ClutterActor::touch-event * * Base class for actors. */ struct _ClutterActorClass { /*< private >*/ GInitiallyUnownedClass parent_class; /*< public >*/ void (* show) (ClutterActor *self); void (* hide) (ClutterActor *self); void (* hide_all) (ClutterActor *self); void (* realize) (ClutterActor *self); void (* unrealize) (ClutterActor *self); void (* map) (ClutterActor *self); void (* unmap) (ClutterActor *self); void (* paint) (ClutterActor *self, ClutterPaintContext *paint_context); void (* parent_set) (ClutterActor *actor, ClutterActor *old_parent); void (* destroy) (ClutterActor *self); void (* pick) (ClutterActor *actor, ClutterPickContext *pick_context); /* size negotiation */ void (* get_preferred_width) (ClutterActor *self, gfloat for_height, gfloat *min_width_p, gfloat *natural_width_p); void (* get_preferred_height) (ClutterActor *self, gfloat for_width, gfloat *min_height_p, gfloat *natural_height_p); void (* allocate) (ClutterActor *self, const ClutterActorBox *box); /* transformations */ void (* apply_transform) (ClutterActor *actor, graphene_matrix_t *matrix); /* event signals */ gboolean (* event) (ClutterActor *actor, ClutterEvent *event); gboolean (* button_press_event) (ClutterActor *actor, ClutterEvent *event); gboolean (* button_release_event) (ClutterActor *actor, ClutterEvent *event); gboolean (* scroll_event) (ClutterActor *actor, ClutterEvent *event); gboolean (* key_press_event) (ClutterActor *actor, ClutterEvent *event); gboolean (* key_release_event) (ClutterActor *actor, ClutterEvent *event); gboolean (* motion_event) (ClutterActor *actor, ClutterEvent *event); gboolean (* enter_event) (ClutterActor *actor, ClutterEvent *event); gboolean (* leave_event) (ClutterActor *actor, ClutterEvent *event); gboolean (* captured_event) (ClutterActor *actor, ClutterEvent *event); void (* key_focus_in) (ClutterActor *actor); void (* key_focus_out) (ClutterActor *actor); void (* queue_relayout) (ClutterActor *self); /* accessibility support */ AtkObject * (* get_accessible) (ClutterActor *self); gboolean (* get_paint_volume) (ClutterActor *actor, ClutterPaintVolume *volume); gboolean (* has_overlaps) (ClutterActor *self); void (* paint_node) (ClutterActor *self, ClutterPaintNode *root); gboolean (* touch_event) (ClutterActor *self, ClutterEvent *event); gboolean (* has_accessible) (ClutterActor *self); void (* resource_scale_changed) (ClutterActor *self); float (* calculate_resource_scale) (ClutterActor *self, int phase); void (* child_added) (ClutterActor *self, ClutterActor *child); void (* child_removed) (ClutterActor *self, ClutterActor *child); }; /** * ClutterActorIter: * * An iterator structure that allows to efficiently iterate over a * section of the scene graph. * * The contents of the #ClutterActorIter structure * are private and should only be accessed using the provided API. */ struct _ClutterActorIter { /*< private >*/ gpointer CLUTTER_PRIVATE_FIELD (dummy1); gpointer CLUTTER_PRIVATE_FIELD (dummy2); gint CLUTTER_PRIVATE_FIELD (dummy3); }; CLUTTER_EXPORT GType clutter_actor_get_type (void) G_GNUC_CONST; CLUTTER_EXPORT ClutterActor * clutter_actor_new (void); CLUTTER_EXPORT void clutter_actor_set_flags (ClutterActor *self, ClutterActorFlags flags); CLUTTER_EXPORT void clutter_actor_unset_flags (ClutterActor *self, ClutterActorFlags flags); CLUTTER_EXPORT ClutterActorFlags clutter_actor_get_flags (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_show (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_hide (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_realize (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_unrealize (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_map (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_unmap (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_paint (ClutterActor *self, ClutterPaintContext *paint_context); CLUTTER_EXPORT void clutter_actor_continue_paint (ClutterActor *self, ClutterPaintContext *paint_context); CLUTTER_EXPORT void clutter_actor_pick (ClutterActor *actor, ClutterPickContext *pick_context); CLUTTER_EXPORT void clutter_actor_continue_pick (ClutterActor *actor, ClutterPickContext *pick_context); CLUTTER_EXPORT void clutter_actor_queue_redraw (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_queue_redraw_with_clip (ClutterActor *self, const MtkRectangle *clip); CLUTTER_EXPORT void clutter_actor_queue_relayout (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_destroy (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_name (ClutterActor *self, const gchar *name); CLUTTER_EXPORT const gchar * clutter_actor_get_name (ClutterActor *self); CLUTTER_EXPORT AtkObject * clutter_actor_get_accessible (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_has_accessible (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_is_visible (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_is_mapped (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_is_realized (ClutterActor *self); /* Size negotiation */ CLUTTER_EXPORT void clutter_actor_set_request_mode (ClutterActor *self, ClutterRequestMode mode); CLUTTER_EXPORT ClutterRequestMode clutter_actor_get_request_mode (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_get_preferred_width (ClutterActor *self, gfloat for_height, gfloat *min_width_p, gfloat *natural_width_p); CLUTTER_EXPORT void clutter_actor_get_preferred_height (ClutterActor *self, gfloat for_width, gfloat *min_height_p, gfloat *natural_height_p); CLUTTER_EXPORT void clutter_actor_get_preferred_size (ClutterActor *self, gfloat *min_width_p, gfloat *min_height_p, gfloat *natural_width_p, gfloat *natural_height_p); CLUTTER_EXPORT void clutter_actor_allocate (ClutterActor *self, const ClutterActorBox *box); CLUTTER_EXPORT void clutter_actor_allocate_preferred_size (ClutterActor *self, float x, float y); CLUTTER_EXPORT void clutter_actor_allocate_available_size (ClutterActor *self, gfloat x, gfloat y, gfloat available_width, gfloat available_height); CLUTTER_EXPORT void clutter_actor_allocate_align_fill (ClutterActor *self, const ClutterActorBox *box, gdouble x_align, gdouble y_align, gboolean x_fill, gboolean y_fill); CLUTTER_EXPORT void clutter_actor_set_allocation (ClutterActor *self, const ClutterActorBox *box); CLUTTER_EXPORT void clutter_actor_get_allocation_box (ClutterActor *self, ClutterActorBox *box); CLUTTER_EXPORT gboolean clutter_actor_has_allocation (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_size (ClutterActor *self, gfloat width, gfloat height); CLUTTER_EXPORT void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); CLUTTER_EXPORT void clutter_actor_set_position (ClutterActor *self, gfloat x, gfloat y); CLUTTER_EXPORT gboolean clutter_actor_get_fixed_position (ClutterActor *self, float *x, float *y); CLUTTER_EXPORT void clutter_actor_get_position (ClutterActor *self, gfloat *x, gfloat *y); CLUTTER_EXPORT gboolean clutter_actor_get_fixed_position_set (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_fixed_position_set (ClutterActor *self, gboolean is_set); CLUTTER_EXPORT void clutter_actor_move_by (ClutterActor *self, gfloat dx, gfloat dy); /* Actor geometry */ CLUTTER_EXPORT gfloat clutter_actor_get_width (ClutterActor *self); CLUTTER_EXPORT gfloat clutter_actor_get_height (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_width (ClutterActor *self, gfloat width); CLUTTER_EXPORT void clutter_actor_set_height (ClutterActor *self, gfloat height); CLUTTER_EXPORT gfloat clutter_actor_get_x (ClutterActor *self); CLUTTER_EXPORT gfloat clutter_actor_get_y (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_x (ClutterActor *self, gfloat x); CLUTTER_EXPORT void clutter_actor_set_y (ClutterActor *self, gfloat y); CLUTTER_EXPORT void clutter_actor_set_z_position (ClutterActor *self, gfloat z_position); CLUTTER_EXPORT gfloat clutter_actor_get_z_position (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_layout_manager (ClutterActor *self, ClutterLayoutManager *manager); CLUTTER_EXPORT ClutterLayoutManager * clutter_actor_get_layout_manager (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_x_align (ClutterActor *self, ClutterActorAlign x_align); CLUTTER_EXPORT ClutterActorAlign clutter_actor_get_x_align (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_y_align (ClutterActor *self, ClutterActorAlign y_align); CLUTTER_EXPORT ClutterActorAlign clutter_actor_get_y_align (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_margin_top (ClutterActor *self, gfloat margin); CLUTTER_EXPORT gfloat clutter_actor_get_margin_top (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_margin_bottom (ClutterActor *self, gfloat margin); CLUTTER_EXPORT gfloat clutter_actor_get_margin_bottom (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_margin_left (ClutterActor *self, gfloat margin); CLUTTER_EXPORT gfloat clutter_actor_get_margin_left (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_margin_right (ClutterActor *self, gfloat margin); CLUTTER_EXPORT gfloat clutter_actor_get_margin_right (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_margin (ClutterActor *self, const ClutterMargin *margin); CLUTTER_EXPORT void clutter_actor_get_margin (ClutterActor *self, ClutterMargin *margin); CLUTTER_EXPORT void clutter_actor_set_x_expand (ClutterActor *self, gboolean expand); CLUTTER_EXPORT gboolean clutter_actor_get_x_expand (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_y_expand (ClutterActor *self, gboolean expand); CLUTTER_EXPORT gboolean clutter_actor_get_y_expand (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_needs_expand (ClutterActor *self, ClutterOrientation orientation); /* Paint */ CLUTTER_EXPORT void clutter_actor_set_clip (ClutterActor *self, gfloat xoff, gfloat yoff, gfloat width, gfloat height); CLUTTER_EXPORT void clutter_actor_remove_clip (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_has_clip (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_get_clip (ClutterActor *self, gfloat *xoff, gfloat *yoff, gfloat *width, gfloat *height); CLUTTER_EXPORT void clutter_actor_set_clip_to_allocation (ClutterActor *self, gboolean clip_set); CLUTTER_EXPORT gboolean clutter_actor_get_clip_to_allocation (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_opacity (ClutterActor *self, guint8 opacity); CLUTTER_EXPORT guint8 clutter_actor_get_opacity (ClutterActor *self); CLUTTER_EXPORT guint8 clutter_actor_get_paint_opacity (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_get_paint_visibility (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_offscreen_redirect (ClutterActor *self, ClutterOffscreenRedirect redirect); CLUTTER_EXPORT ClutterOffscreenRedirect clutter_actor_get_offscreen_redirect (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_should_pick (ClutterActor *self, ClutterPickContext *pick_context); CLUTTER_EXPORT gboolean clutter_actor_is_in_clone_paint (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_get_paint_box (ClutterActor *self, ClutterActorBox *box); CLUTTER_EXPORT float clutter_actor_get_resource_scale (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_has_overlaps (ClutterActor *self); /* Content */ CLUTTER_EXPORT void clutter_actor_set_content (ClutterActor *self, ClutterContent *content); CLUTTER_EXPORT ClutterContent * clutter_actor_get_content (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_content_gravity (ClutterActor *self, ClutterContentGravity gravity); CLUTTER_EXPORT ClutterContentGravity clutter_actor_get_content_gravity (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_content_scaling_filters (ClutterActor *self, ClutterScalingFilter min_filter, ClutterScalingFilter mag_filter); CLUTTER_EXPORT void clutter_actor_get_content_scaling_filters (ClutterActor *self, ClutterScalingFilter *min_filter, ClutterScalingFilter *mag_filter); CLUTTER_EXPORT void clutter_actor_set_content_repeat (ClutterActor *self, ClutterContentRepeat repeat); CLUTTER_EXPORT ClutterContentRepeat clutter_actor_get_content_repeat (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_color_state (ClutterActor *self, ClutterColorState *color_state); CLUTTER_EXPORT ClutterColorState *clutter_actor_get_color_state (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_get_content_box (ClutterActor *self, ClutterActorBox *box); CLUTTER_EXPORT void clutter_actor_set_background_color (ClutterActor *self, const ClutterColor *color); CLUTTER_EXPORT void clutter_actor_get_background_color (ClutterActor *self, ClutterColor *color); CLUTTER_EXPORT const ClutterPaintVolume * clutter_actor_get_paint_volume (ClutterActor *self); CLUTTER_EXPORT const ClutterPaintVolume * clutter_actor_get_transformed_paint_volume (ClutterActor *self, ClutterActor *relative_to_ancestor); /* Events */ CLUTTER_EXPORT void clutter_actor_set_reactive (ClutterActor *actor, gboolean reactive); CLUTTER_EXPORT gboolean clutter_actor_get_reactive (ClutterActor *actor); CLUTTER_EXPORT gboolean clutter_actor_has_key_focus (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_grab_key_focus (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_event (ClutterActor *actor, const ClutterEvent *event, gboolean capture); CLUTTER_EXPORT gboolean clutter_actor_has_pointer (ClutterActor *self); /* Text */ CLUTTER_EXPORT PangoContext * clutter_actor_get_pango_context (ClutterActor *self); CLUTTER_EXPORT PangoContext * clutter_actor_create_pango_context (ClutterActor *self); CLUTTER_EXPORT PangoLayout * clutter_actor_create_pango_layout (ClutterActor *self, const gchar *text); CLUTTER_EXPORT void clutter_actor_set_text_direction (ClutterActor *self, ClutterTextDirection text_dir); CLUTTER_EXPORT ClutterTextDirection clutter_actor_get_text_direction (ClutterActor *self); /* Actor hierarchy */ CLUTTER_EXPORT void clutter_actor_add_child (ClutterActor *self, ClutterActor *child); CLUTTER_EXPORT void clutter_actor_insert_child_at_index (ClutterActor *self, ClutterActor *child, gint index_); CLUTTER_EXPORT void clutter_actor_insert_child_above (ClutterActor *self, ClutterActor *child, ClutterActor *sibling); CLUTTER_EXPORT void clutter_actor_insert_child_below (ClutterActor *self, ClutterActor *child, ClutterActor *sibling); CLUTTER_EXPORT void clutter_actor_replace_child (ClutterActor *self, ClutterActor *old_child, ClutterActor *new_child); CLUTTER_EXPORT void clutter_actor_remove_child (ClutterActor *self, ClutterActor *child); CLUTTER_EXPORT void clutter_actor_remove_all_children (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_destroy_all_children (ClutterActor *self); CLUTTER_EXPORT GList * clutter_actor_get_children (ClutterActor *self); CLUTTER_EXPORT gint clutter_actor_get_n_children (ClutterActor *self); CLUTTER_EXPORT ClutterActor * clutter_actor_get_child_at_index (ClutterActor *self, gint index_); CLUTTER_EXPORT ClutterActor * clutter_actor_get_previous_sibling (ClutterActor *self); CLUTTER_EXPORT ClutterActor * clutter_actor_get_next_sibling (ClutterActor *self); CLUTTER_EXPORT ClutterActor * clutter_actor_get_first_child (ClutterActor *self); CLUTTER_EXPORT ClutterActor * clutter_actor_get_last_child (ClutterActor *self); CLUTTER_EXPORT ClutterActor * clutter_actor_get_parent (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_contains (ClutterActor *self, ClutterActor *descendant); CLUTTER_EXPORT ClutterActor* clutter_actor_get_stage (ClutterActor *actor); CLUTTER_EXPORT void clutter_actor_set_child_below_sibling (ClutterActor *self, ClutterActor *child, ClutterActor *sibling); CLUTTER_EXPORT void clutter_actor_set_child_above_sibling (ClutterActor *self, ClutterActor *child, ClutterActor *sibling); CLUTTER_EXPORT void clutter_actor_set_child_at_index (ClutterActor *self, ClutterActor *child, gint index_); CLUTTER_EXPORT void clutter_actor_iter_init (ClutterActorIter *iter, ClutterActor *root); CLUTTER_EXPORT gboolean clutter_actor_iter_next (ClutterActorIter *iter, ClutterActor **child); CLUTTER_EXPORT gboolean clutter_actor_iter_prev (ClutterActorIter *iter, ClutterActor **child); CLUTTER_EXPORT void clutter_actor_iter_remove (ClutterActorIter *iter); CLUTTER_EXPORT void clutter_actor_iter_destroy (ClutterActorIter *iter); CLUTTER_EXPORT gboolean clutter_actor_iter_is_valid (const ClutterActorIter *iter); /* Transformations */ CLUTTER_EXPORT gboolean clutter_actor_is_rotated (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_is_scaled (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_pivot_point (ClutterActor *self, gfloat pivot_x, gfloat pivot_y); CLUTTER_EXPORT void clutter_actor_get_pivot_point (ClutterActor *self, gfloat *pivot_x, gfloat *pivot_y); CLUTTER_EXPORT void clutter_actor_set_pivot_point_z (ClutterActor *self, gfloat pivot_z); CLUTTER_EXPORT gfloat clutter_actor_get_pivot_point_z (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_rotation_angle (ClutterActor *self, ClutterRotateAxis axis, gdouble angle); CLUTTER_EXPORT gdouble clutter_actor_get_rotation_angle (ClutterActor *self, ClutterRotateAxis axis); CLUTTER_EXPORT void clutter_actor_set_scale (ClutterActor *self, gdouble scale_x, gdouble scale_y); CLUTTER_EXPORT void clutter_actor_get_scale (ClutterActor *self, gdouble *scale_x, gdouble *scale_y); CLUTTER_EXPORT void clutter_actor_set_scale_z (ClutterActor *self, gdouble scale_z); CLUTTER_EXPORT gdouble clutter_actor_get_scale_z (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_translation (ClutterActor *self, gfloat translate_x, gfloat translate_y, gfloat translate_z); CLUTTER_EXPORT void clutter_actor_get_translation (ClutterActor *self, gfloat *translate_x, gfloat *translate_y, gfloat *translate_z); CLUTTER_EXPORT void clutter_actor_set_transform (ClutterActor *self, const graphene_matrix_t *transform); CLUTTER_EXPORT void clutter_actor_get_transform (ClutterActor *self, graphene_matrix_t *transform); CLUTTER_EXPORT void clutter_actor_set_child_transform (ClutterActor *self, const graphene_matrix_t *transform); CLUTTER_EXPORT void clutter_actor_get_child_transform (ClutterActor *self, graphene_matrix_t *transform); CLUTTER_EXPORT void clutter_actor_get_transformed_extents (ClutterActor *self, graphene_rect_t *rect); CLUTTER_EXPORT void clutter_actor_get_transformed_position (ClutterActor *self, gfloat *x, gfloat *y); CLUTTER_EXPORT void clutter_actor_get_transformed_size (ClutterActor *self, gfloat *width, gfloat *height); CLUTTER_EXPORT gboolean clutter_actor_transform_stage_point (ClutterActor *self, gfloat x, gfloat y, gfloat *x_out, gfloat *y_out); CLUTTER_EXPORT void clutter_actor_get_abs_allocation_vertices (ClutterActor *self, graphene_point3d_t *verts); CLUTTER_EXPORT void clutter_actor_apply_transform_to_point (ClutterActor *self, const graphene_point3d_t *point, graphene_point3d_t *vertex); CLUTTER_EXPORT void clutter_actor_apply_relative_transform_to_point (ClutterActor *self, ClutterActor *ancestor, const graphene_point3d_t *point, graphene_point3d_t *vertex); /* Implicit animations */ CLUTTER_EXPORT void clutter_actor_save_easing_state (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_restore_easing_state (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_easing_mode (ClutterActor *self, ClutterAnimationMode mode); CLUTTER_EXPORT ClutterAnimationMode clutter_actor_get_easing_mode (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_easing_duration (ClutterActor *self, guint msecs); CLUTTER_EXPORT guint clutter_actor_get_easing_duration (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_easing_delay (ClutterActor *self, guint msecs); CLUTTER_EXPORT guint clutter_actor_get_easing_delay (ClutterActor *self); CLUTTER_EXPORT ClutterTransition * clutter_actor_get_transition (ClutterActor *self, const char *name); CLUTTER_EXPORT void clutter_actor_add_transition (ClutterActor *self, const char *name, ClutterTransition *transition); CLUTTER_EXPORT void clutter_actor_remove_transition (ClutterActor *self, const char *name); CLUTTER_EXPORT void clutter_actor_remove_all_transitions (ClutterActor *self); CLUTTER_EXPORT gboolean clutter_actor_has_mapped_clones (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_set_opacity_override (ClutterActor *self, gint opacity); CLUTTER_EXPORT gint clutter_actor_get_opacity_override (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_inhibit_culling (ClutterActor *actor); CLUTTER_EXPORT void clutter_actor_uninhibit_culling (ClutterActor *actor); /** * ClutterActorCreateChildFunc: * @item: (type GObject): the item in the model * @user_data: Data passed to clutter_actor_bind_model() * * Creates a #ClutterActor using the @item in the model. * * The usual way to implement this function is to create a #ClutterActor * instance and then bind the #GObject properties to the actor properties * of interest, using g_object_bind_property(). This way, when the @item * in the #GListModel changes, the #ClutterActor changes as well. * * Returns: (transfer full): The newly created child #ClutterActor4 */ typedef ClutterActor * (* ClutterActorCreateChildFunc) (gpointer item, gpointer user_data); CLUTTER_EXPORT void clutter_actor_bind_model (ClutterActor *self, GListModel *model, ClutterActorCreateChildFunc create_child_func, gpointer user_data, GDestroyNotify notify); CLUTTER_EXPORT void clutter_actor_bind_model_with_properties (ClutterActor *self, GListModel *model, GType child_type, const char *first_model_property, ...); CLUTTER_EXPORT void clutter_actor_pick_box (ClutterActor *self, ClutterPickContext *pick_context, const ClutterActorBox *box); CLUTTER_EXPORT GList * clutter_actor_peek_stage_views (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_invalidate_transform (ClutterActor *self); CLUTTER_EXPORT void clutter_actor_invalidate_paint_volume (ClutterActor *self); G_END_DECLS