/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Copyright (C) 2010 Intel Corporation. * * 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 . */ #ifndef __CLUTTER_ACTOR_PRIVATE_H__ #define __CLUTTER_ACTOR_PRIVATE_H__ #include #include G_BEGIN_DECLS /*< private > * ClutterActorTraverseFlags: * CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST: Traverse the graph in * a depth first order. * CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST: Traverse the graph in a * breadth first order. * * Controls some options for how clutter_actor_traverse() iterates * through the graph. */ typedef enum { CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST = 1L<<0, CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST = 1L<<1 } ClutterActorTraverseFlags; /*< private > * ClutterActorTraverseVisitFlags: * CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE: Continue traversing as * normal * CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN: Don't traverse the * children of the last visited actor. (Not applicable when using * %CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST_POST_ORDER since the children * are visited before having an opportunity to bail out) * CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK: Immediately bail out without * visiting any more actors. * * Each time an actor is visited during a scenegraph traversal the * ClutterTraverseCallback can return a set of flags that may affect * the continuing traversal. It may stop traversal completely, just * skip over children for the current actor or continue as normal. */ typedef enum { CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE = 1L<<0, CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN = 1L<<1, CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK = 1L<<2 } ClutterActorTraverseVisitFlags; /*< private > * ClutterTraverseCallback: * * The callback prototype used with clutter_actor_traverse. The * returned flags can be used to affect the continuing traversal * either by continuing as normal, skipping over children of an * actor or bailing out completely. */ typedef ClutterActorTraverseVisitFlags (*ClutterTraverseCallback) (ClutterActor *actor, gint depth, gpointer user_data); /*< private > * ClutterForeachCallback: * @actor: The actor being iterated * @user_data: The private data specified when starting the iteration * * A generic callback for iterating over actor, such as with * _clutter_actor_foreach_child. The difference when compared to * #ClutterCallback is that it returns a boolean so it is possible to break * out of an iteration early. * * Return value: %TRUE to continue iterating or %FALSE to break iteration * early. */ typedef gboolean (*ClutterForeachCallback) (ClutterActor *actor, gpointer user_data); typedef struct _SizeRequest SizeRequest; typedef struct _ClutterLayoutInfo ClutterLayoutInfo; typedef struct _ClutterTransformInfo ClutterTransformInfo; typedef struct _ClutterAnimationInfo ClutterAnimationInfo; struct _SizeRequest { guint age; gfloat for_size; gfloat min_size; gfloat natural_size; }; /*< private > * ClutterLayoutInfo: * @fixed_pos: the fixed position of the actor * @margin: the composed margin of the actor * @x_align: the horizontal alignment, if the actor expands horizontally * @y_align: the vertical alignment, if the actor expands vertically * @x_expand: whether the actor should expand horizontally * @y_expand: whether the actor should expand vertically * @minimum: the fixed minimum size * @natural: the fixed natural size * * Ancillary layout information for an actor. */ struct _ClutterLayoutInfo { /* fixed position coordinates */ graphene_point_t fixed_pos; ClutterMargin margin; guint x_align : 4; guint y_align : 4; guint x_expand : 1; guint y_expand : 1; graphene_size_t minimum; graphene_size_t natural; }; const ClutterLayoutInfo * _clutter_actor_get_layout_info_or_defaults (ClutterActor *self); ClutterLayoutInfo * _clutter_actor_get_layout_info (ClutterActor *self); ClutterLayoutInfo * _clutter_actor_peek_layout_info (ClutterActor *self); struct _ClutterTransformInfo { /* rotation */ gdouble rx_angle; gdouble ry_angle; gdouble rz_angle; /* scaling */ gdouble scale_x; gdouble scale_y; gdouble scale_z; /* translation */ graphene_point3d_t translation; /* z_position */ gfloat z_position; /* transformation center */ graphene_point_t pivot; gfloat pivot_z; graphene_matrix_t transform; guint transform_set : 1; graphene_matrix_t child_transform; guint child_transform_set : 1; }; const ClutterTransformInfo * _clutter_actor_get_transform_info_or_defaults (ClutterActor *self); ClutterTransformInfo * _clutter_actor_get_transform_info (ClutterActor *self); typedef struct _AState { guint easing_duration; guint easing_delay; ClutterAnimationMode easing_mode; } AState; struct _ClutterAnimationInfo { GArray *states; AState *cur_state; GHashTable *transitions; }; const ClutterAnimationInfo * _clutter_actor_get_animation_info_or_defaults (ClutterActor *self); ClutterAnimationInfo * _clutter_actor_get_animation_info (ClutterActor *self); ClutterTransition * _clutter_actor_create_transition (ClutterActor *self, GParamSpec *pspec, ...); gboolean _clutter_actor_foreach_child (ClutterActor *self, ClutterForeachCallback callback, gpointer user_data); void _clutter_actor_traverse (ClutterActor *actor, ClutterActorTraverseFlags flags, ClutterTraverseCallback before_children_callback, ClutterTraverseCallback after_children_callback, gpointer user_data); ClutterActor * _clutter_actor_get_stage_internal (ClutterActor *actor); void _clutter_actor_apply_modelview_transform (ClutterActor *self, graphene_matrix_t *matrix); void _clutter_actor_apply_relative_transformation_matrix (ClutterActor *self, ClutterActor *ancestor, graphene_matrix_t *matrix); void _clutter_actor_rerealize (ClutterActor *self, ClutterCallback callback, gpointer data); void _clutter_actor_set_in_clone_paint (ClutterActor *self, gboolean is_in_clone_paint); void _clutter_actor_set_enable_model_view_transform (ClutterActor *self, gboolean enable); void _clutter_actor_set_enable_paint_unmapped (ClutterActor *self, gboolean enable); void _clutter_actor_set_has_pointer (ClutterActor *self, gboolean has_pointer); void _clutter_actor_set_has_key_focus (ClutterActor *self, gboolean has_key_focus); void _clutter_actor_queue_redraw_full (ClutterActor *self, const ClutterPaintVolume *volume, ClutterEffect *effect); void _clutter_actor_finish_queue_redraw (ClutterActor *self); gboolean _clutter_actor_set_default_paint_volume (ClutterActor *self, GType check_gtype, ClutterPaintVolume *volume); const char * _clutter_actor_get_debug_name (ClutterActor *self); void _clutter_actor_push_clone_paint (void); void _clutter_actor_pop_clone_paint (void); ClutterActorAlign _clutter_actor_get_effective_x_align (ClutterActor *self); void _clutter_actor_attach_clone (ClutterActor *actor, ClutterActor *clone); void _clutter_actor_detach_clone (ClutterActor *actor, ClutterActor *clone); void _clutter_actor_queue_only_relayout (ClutterActor *actor); void clutter_actor_clear_stage_views_recursive (ClutterActor *actor, gboolean stop_transitions); float clutter_actor_get_real_resource_scale (ClutterActor *actor); ClutterPaintNode * clutter_actor_create_texture_paint_node (ClutterActor *self, CoglTexture *texture); void clutter_actor_finish_layout (ClutterActor *self, int phase); void clutter_actor_queue_immediate_relayout (ClutterActor *self); gboolean clutter_actor_is_painting_unmapped (ClutterActor *self); void clutter_actor_attach_grab (ClutterActor *actor, ClutterGrab *grab); void clutter_actor_detach_grab (ClutterActor *actor, ClutterGrab *grab); void clutter_actor_collect_event_actors (ClutterActor *self, ClutterActor *deepmost, GPtrArray *actors); const GList * clutter_actor_peek_actions (ClutterActor *self); void clutter_actor_set_implicitly_grabbed (ClutterActor *actor, gboolean is_implicitly_grabbed); G_END_DECLS #endif /* __CLUTTER_ACTOR_PRIVATE_H__ */