/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * * Copyright (C) 2006 OpenedHand * * 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, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #include "config.h" #include #include "clutter-group.h" #include "clutter-main.h" #include "clutter-marshal.h" #include "clutter-enum-types.h" enum { ADD, REMOVE, LAST_SIGNAL }; static guint group_signals[LAST_SIGNAL] = { 0 }; G_DEFINE_TYPE (ClutterGroup, clutter_group, CLUTTER_TYPE_ACTOR); #define CLUTTER_GROUP_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_GROUP, ClutterGroupPrivate)) struct _ClutterGroupPrivate { GList *children; }; static void clutter_group_paint (ClutterActor *actor) { ClutterGroup *self = CLUTTER_GROUP(actor); GList *child_item; child_item = self->priv->children; glPushMatrix(); /* Translate if parent ( i.e not stage window ). */ if (clutter_actor_get_parent (actor) != NULL) { ClutterGeometry geom; clutter_actor_get_geometry (actor, &geom); if (geom.x != 0 && geom.y != 0) glTranslatef(geom.x, geom.y, 0.0); } #if 0 for (child_item = self->priv->children; child_item != NULL; child_item = child_item->next) { ClutterActor *child = child_item->data; g_assert (child != NULL); if (CLUTTER_ACTOR_IS_MAPPED (child)) clutter_actor_paint (child); } #endif if (child_item) { do { ClutterActor *child = CLUTTER_ACTOR(child_item->data); if (CLUTTER_ACTOR_IS_MAPPED (child)) { clutter_actor_paint(child); } } while ((child_item = g_list_next(child_item)) != NULL); } glPopMatrix(); } static void clutter_group_request_coords (ClutterActor *self, ClutterActorBox *box) { /* FIXME: what to do here ? * o clip if smaller ? * o scale each actor ? */ } static void clutter_group_allocate_coords (ClutterActor *self, ClutterActorBox *box) { ClutterGroupPrivate *priv; GList *child_item; priv = CLUTTER_GROUP(self)->priv; child_item = priv->children; if (child_item) { do { ClutterActor *child = CLUTTER_ACTOR(child_item->data); if (CLUTTER_ACTOR_IS_VISIBLE (child)) { ClutterActorBox cbox; clutter_actor_allocate_coords (child, &cbox); /* if (box->x1 == 0 || cbox.x1 < box->x1) box->x1 = cbox.x1; if (box->y1 == 0 || cbox.y1 < box->y1) box->y1 = cbox.y1; */ if (box->x2 == 0 || cbox.x2 > box->x2) box->x2 = cbox.x2; if (box->y2 == 0 || cbox.y2 < box->y2) box->y2 = cbox.y2; } } while ((child_item = g_list_next(child_item)) != NULL); } } static void clutter_group_dispose (GObject *object) { ClutterGroup *self = CLUTTER_GROUP(object); if (self->priv) { /* FIXME: Do we need to actually free anything here ? * Children ref us so this wont get called till * they are all removed. */ } G_OBJECT_CLASS (clutter_group_parent_class)->dispose (object); } static void clutter_group_finalize (GObject *object) { ClutterGroup *group = CLUTTER_GROUP (object); /* XXX - if something survives ::dispose then there's something * wrong; but, at least, we won't leak stuff around. */ if (group->priv->children) { g_list_foreach (group->priv->children, (GFunc) g_object_unref, NULL); g_list_free (group->priv->children); } G_OBJECT_CLASS (clutter_group_parent_class)->finalize (object); } static void clutter_group_class_init (ClutterGroupClass *klass) { GObjectClass *object_class = G_OBJECT_CLASS (klass); ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); actor_class->paint = clutter_group_paint; /* actor_class->show = clutter_group_show_all; actor_class->hide = clutter_group_hide_all; */ actor_class->request_coords = clutter_group_request_coords; actor_class->allocate_coords = clutter_group_allocate_coords; /* GObject */ object_class->finalize = clutter_group_finalize; object_class->dispose = clutter_group_dispose; group_signals[ADD] = g_signal_new ("add", G_OBJECT_CLASS_TYPE (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterGroupClass, add), NULL, NULL, clutter_marshal_VOID__OBJECT, G_TYPE_NONE, 1, CLUTTER_TYPE_ACTOR); group_signals[REMOVE] = g_signal_new ("remove", G_OBJECT_CLASS_TYPE (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterGroupClass, remove), NULL, NULL, clutter_marshal_VOID__OBJECT, G_TYPE_NONE, 1, CLUTTER_TYPE_ACTOR); g_type_class_add_private (object_class, sizeof (ClutterGroupPrivate)); } static void clutter_group_init (ClutterGroup *self) { self->priv = CLUTTER_GROUP_GET_PRIVATE (self); } /** * clutter_group_new: * * Create a new #ClutterGroup instance. * * returns a new #ClutterGroup **/ ClutterGroup* clutter_group_new (void) { return g_object_new (CLUTTER_TYPE_GROUP, NULL); } /** * clutter_group_get_children: * @self: A #ClutterGroup * * Get a list containing all actors contained in the group. * * Return value: A GList containing child #ClutterActors. **/ GList* clutter_group_get_children (ClutterGroup *self) { /* FIXME: remane get_actors() */ g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL); return g_list_copy(self->priv->children); } /** * clutter_group_forall: * @self: A #ClutterGroup * @callback: a callback * @user_data: callback user data * * Invokes callback on each child of the group. **/ void clutter_group_foreach (ClutterGroup *self, ClutterCallback callback, gpointer user_data) { ClutterActor *child; GList *children; g_return_if_fail (CLUTTER_IS_GROUP (self)); g_return_if_fail (callback != NULL); children = self->priv->children; while (children) { child = children->data; (*callback) (child, user_data); children = g_list_next(children); } } /** * clutter_group_show_all: * @self: A #ClutterGroup * * Show all child actors of the group. Note, does not recurse. **/ void clutter_group_show_all (ClutterGroup *self) { g_return_if_fail (CLUTTER_IS_GROUP (self)); clutter_actor_show(CLUTTER_ACTOR(self)); g_list_foreach (self->priv->children, (GFunc)clutter_actor_show, NULL); } /** * clutter_group_hide_all: * @self: A #ClutterGroup * * Hide all child actors of the group. Note, does not recurse. **/ void clutter_group_hide_all (ClutterGroup *self) { g_return_if_fail (CLUTTER_IS_GROUP (self)); clutter_actor_hide(CLUTTER_ACTOR(self)); g_list_foreach (self->priv->children, (GFunc)clutter_actor_hide, NULL); } /** * clutter_group_add: * @self: A #ClutterGroup * @actor: A #ClutterActor * * Adds a new child #ClutterActor to the #ClutterGroup. **/ void clutter_group_add (ClutterGroup *self, ClutterActor *actor) { ClutterActor *parent; g_return_if_fail (CLUTTER_IS_GROUP (self)); g_return_if_fail (CLUTTER_IS_ACTOR (actor)); parent = clutter_actor_get_parent (actor); if (parent) { g_warning ("Attempting to add actor of type `%s' to a " "group of type `%s', but the actor has already " "a parent of type `%s'.", g_type_name (G_OBJECT_TYPE (actor)), g_type_name (G_OBJECT_TYPE (self)), g_type_name (G_OBJECT_TYPE (parent))); return; } self->priv->children = g_list_append (self->priv->children, actor); /* below refs */ clutter_actor_set_parent (actor, CLUTTER_ACTOR(self)); g_object_ref (actor); clutter_group_sort_depth_order (self); g_signal_emit (self, group_signals[ADD], 0, actor); } /** * clutter_group_add_manyv: * @self: a #ClutterGroup * @first_actor: the #ClutterActor actor to add to the group * @args: the actors to be added * * Similar to clutter_group_add_many() but using a va_list. Use this * function inside bindings. */ void clutter_group_add_many_valist (ClutterGroup *group, ClutterActor *first_actor, va_list args) { ClutterActor *actor; g_return_if_fail (CLUTTER_IS_GROUP (group)); g_return_if_fail (CLUTTER_IS_ACTOR (first_actor)); actor = first_actor; while (actor) { clutter_group_add (group, actor); actor = va_arg (args, ClutterActor *); } } /** * clutter_group_add_many: * @self: A #ClutterGroup * @first_actor: the #ClutterActor actor to add to the group * @Varargs: additional actors to add to the group * * Adds a NULL-terminated list of actors to a group. This function is * equivalent to calling clutter_group_add() for each member of the list. */ void clutter_group_add_many (ClutterGroup *self, ClutterActor *first_actor, ...) { va_list args; va_start (args, first_actor); clutter_group_add_many_valist (self, first_actor, args); va_end (args); } /** * clutter_group_remove * @self: A #ClutterGroup * @actor: A #ClutterActor * * Remove a child #ClutterActor from the #ClutterGroup. **/ void clutter_group_remove (ClutterGroup *self, ClutterActor *actor) { ClutterActor *parent; g_return_if_fail (CLUTTER_IS_GROUP (self)); g_return_if_fail (CLUTTER_IS_ACTOR (actor)); parent = clutter_actor_get_parent (actor); if (parent != CLUTTER_ACTOR (self)) { g_warning ("Attempting to remove actor of type `%s' from " "group of class `%s', but the group is not the " "actor's parent.", g_type_name (G_OBJECT_TYPE (actor)), g_type_name (G_OBJECT_TYPE (self))); return; } self->priv->children = g_list_remove (self->priv->children, actor); clutter_actor_set_parent (actor, NULL); g_signal_emit (self, group_signals[REMOVE], 0, actor); g_object_unref (actor); } /** * clutter_group_remove_all: * @self: A #ClutterGroup * * Remove all child #ClutterActor from the #ClutterGroup. */ void clutter_group_remove_all (ClutterGroup *self) { GList *child_item; g_return_if_fail (CLUTTER_IS_GROUP (self)); child_item = self->priv->children; if (child_item) { do { clutter_group_remove (self, CLUTTER_ACTOR(child_item->data)); } while ((child_item = g_list_next(child_item)) != NULL); } } /** * clutter_group_find_child_by_id: * @self: A #ClutterGroup * @id: A unique #Clutteractor ID * * Finds a child actor of a group by its unique ID. Search recurses * into any child groups. */ ClutterActor * clutter_group_find_child_by_id (ClutterGroup *self, guint id) { ClutterActor *actor = NULL, *inner_actor; GList *child_item; g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL); if (clutter_actor_get_id (CLUTTER_ACTOR(self)) == id) return CLUTTER_ACTOR(self); child_item = self->priv->children; if (child_item) { do { inner_actor = (ClutterActor*)child_item->data; if (clutter_actor_get_id (inner_actor) == id) return inner_actor; if (CLUTTER_IS_GROUP(inner_actor)) { actor = clutter_group_find_child_by_id (CLUTTER_GROUP(inner_actor), id); if (actor) return actor; } } while ((child_item = g_list_next(child_item)) != NULL); } return actor; } /** * clutter_group_raise: * @self: a #ClutterGroup * @actor: a #ClutterActor * @sibling: a #ClutterActor * * FIXME */ void clutter_group_raise (ClutterGroup *self, ClutterActor *actor, ClutterActor *sibling) { ClutterGroupPrivate *priv; gint pos; g_return_if_fail (actor != sibling); priv = self->priv; pos = g_list_index (priv->children, actor) + 1; priv->children = g_list_remove (priv->children, actor); if (sibling == NULL) { GList *last_item; /* Raise top */ last_item = g_list_last (priv->children); sibling = last_item->data; priv->children = g_list_append (priv->children, actor); } else { priv->children = g_list_insert (priv->children, actor, pos); } /* set Z ordering a value below, this will then call sort * as values are equal ordering shouldn't change but Z * values will be correct. * FIXME: optimise */ if (clutter_actor_get_depth(sibling) != clutter_actor_get_depth(actor)) clutter_actor_set_depth (actor, clutter_actor_get_depth(sibling)); } /** * clutter_group_lower: * @self: a #ClutterGroup * @actor: a #ClutterActor * @sibling: a #ClutterActor * * FIXME */ void clutter_group_lower (ClutterGroup *self, ClutterActor *actor, ClutterActor *sibling) { ClutterGroupPrivate *priv; gint pos; g_return_if_fail (actor != sibling); priv = self->priv; pos = g_list_index (priv->children, actor) - 1; priv->children = g_list_remove (priv->children, actor); if (sibling == NULL) { GList *last_item; /* Raise top */ last_item = g_list_first (priv->children); sibling = last_item->data; priv->children = g_list_prepend (priv->children, actor); } else priv->children = g_list_insert (priv->children, actor, pos); /* See comment in group_raise for this */ if (clutter_actor_get_depth(sibling) != clutter_actor_get_depth(actor)) clutter_actor_set_depth (actor, clutter_actor_get_depth(sibling)); } static gint sort_z_order (gconstpointer a, gconstpointer b) { if (clutter_actor_get_depth (CLUTTER_ACTOR(a)) == clutter_actor_get_depth (CLUTTER_ACTOR(b))) return 0; if (clutter_actor_get_depth (CLUTTER_ACTOR(a)) > clutter_actor_get_depth (CLUTTER_ACTOR(b))) return 1; return -1; } /** * clutter_group_sort_z_order: * @self: A #ClutterGroup * * Sorts a #ClutterGroup's children by there depth value. * This function should not be used by applications. **/ void clutter_group_sort_depth_order (ClutterGroup *self) { ClutterGroupPrivate *priv; g_return_if_fail (CLUTTER_IS_GROUP(self)); priv = self->priv; priv->children = g_list_sort (priv->children, sort_z_order); if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR(self))) clutter_actor_queue_redraw (CLUTTER_ACTOR(self)); }