#include #include #include #include #include #include "test-utils.h" /* layout actor, by Lucas Rocha */ #define MY_TYPE_THING (my_thing_get_type ()) #define MY_THING(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), MY_TYPE_THING, MyThing)) #define MY_IS_THING(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), MY_TYPE_THING)) #define MY_THING_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), MY_TYPE_THING, MyThingClass)) #define MY_IS_THING_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), MY_TYPE_THING)) #define MY_THING_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), MY_TYPE_THING, MyThingClass)) typedef struct _MyThing MyThing; typedef struct _MyThingPrivate MyThingPrivate; typedef struct _MyThingClass MyThingClass; struct _MyThing { ClutterActor parent_instance; MyThingPrivate *priv; }; struct _MyThingClass { ClutterActorClass parent_class; }; enum { PROP_0, PROP_SPACING, PROP_PADDING, PROP_USE_TRANSFORMED_BOX }; struct _MyThingPrivate { gfloat spacing; gfloat padding; guint use_transformed_box : 1; }; GType my_thing_get_type (void); int test_layout_main (int argc, char *argv[]); const char * test_layout_describe (void); G_DEFINE_TYPE_WITH_PRIVATE (MyThing, my_thing, CLUTTER_TYPE_ACTOR) #define MY_THING_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE ((obj), MY_TYPE_THING, MyThingPrivate)) static void my_thing_set_property (GObject *gobject, guint prop_id, const GValue *value, GParamSpec *pspec) { MyThingPrivate *priv = MY_THING (gobject)->priv; gboolean needs_relayout = TRUE; switch (prop_id) { case PROP_SPACING: priv->spacing = g_value_get_float (value); break; case PROP_PADDING: priv->padding = g_value_get_float (value); break; case PROP_USE_TRANSFORMED_BOX: priv->use_transformed_box = g_value_get_boolean (value); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); needs_relayout = FALSE; break; } /* setting spacing or padding queues a relayout because they are supposed to change the internal allocation of children */ if (needs_relayout) clutter_actor_queue_relayout (CLUTTER_ACTOR (gobject)); } static void my_thing_get_property (GObject *gobject, guint prop_id, GValue *value, GParamSpec *pspec) { MyThingPrivate *priv = MY_THING (gobject)->priv; switch (prop_id) { case PROP_SPACING: g_value_set_float (value, priv->spacing); break; case PROP_PADDING: g_value_set_float (value, priv->padding); break; case PROP_USE_TRANSFORMED_BOX: g_value_set_boolean (value, priv->use_transformed_box); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); break; } } static void my_thing_get_preferred_width (ClutterActor *self, gfloat for_height, gfloat *min_width_p, gfloat *natural_width_p) { ClutterActorIter iter; ClutterActor *child; gfloat min_left, min_right; gfloat natural_left, natural_right; min_left = 0; min_right = 0; natural_left = 0; natural_right = 0; clutter_actor_iter_init (&iter, self); while (clutter_actor_iter_next (&iter, &child)) { gfloat child_x, child_min, child_natural; child_x = clutter_actor_get_x (child); clutter_actor_get_preferred_size (child, &child_min, NULL, &child_natural, NULL); if (child == clutter_actor_get_first_child (self)) { /* First child */ min_left = child_x; natural_left = child_x; min_right = min_left + child_min; natural_right = natural_left + child_natural; } else { /* Union of extents with previous children */ if (child_x < min_left) min_left = child_x; if (child_x < natural_left) natural_left = child_x; if (child_x + child_min > min_right) min_right = child_x + child_min; if (child_x + child_natural > natural_right) natural_right = child_x + child_natural; } } if (min_left < 0) min_left = 0; if (natural_left < 0) natural_left = 0; if (min_right < 0) min_right = 0; if (natural_right < 0) natural_right = 0; g_assert (min_right >= min_left); g_assert (natural_right >= natural_left); if (min_width_p) *min_width_p = min_right - min_left; if (natural_width_p) *natural_width_p = natural_right - min_left; } static void my_thing_get_preferred_height (ClutterActor *self, gfloat for_width, gfloat *min_height_p, gfloat *natural_height_p) { ClutterActorIter iter; ClutterActor *child; gfloat min_top, min_bottom; gfloat natural_top, natural_bottom; min_top = 0; min_bottom = 0; natural_top = 0; natural_bottom = 0; clutter_actor_iter_init (&iter, self); while (clutter_actor_iter_next (&iter, &child)) { gfloat child_y, child_min, child_natural; child_y = clutter_actor_get_y (child); clutter_actor_get_preferred_size (child, NULL, &child_min, NULL, &child_natural); if (child == clutter_actor_get_first_child (self)) { /* First child */ min_top = child_y; natural_top = child_y; min_bottom = min_top + child_min; natural_bottom = natural_top + child_natural; } else { /* Union of extents with previous children */ if (child_y < min_top) min_top = child_y; if (child_y < natural_top) natural_top = child_y; if (child_y + child_min > min_bottom) min_bottom = child_y + child_min; if (child_y + child_natural > natural_bottom) natural_bottom = child_y + child_natural; } } if (min_top < 0) min_top = 0; if (natural_top < 0) natural_top = 0; if (min_bottom < 0) min_bottom = 0; if (natural_bottom < 0) natural_bottom = 0; g_assert (min_bottom >= min_top); g_assert (natural_bottom >= natural_top); if (min_height_p) *min_height_p = min_bottom - min_top; if (natural_height_p) *natural_height_p = natural_bottom - min_top; } static void my_thing_allocate (ClutterActor *self, const ClutterActorBox *box, ClutterAllocationFlags flags) { MyThingPrivate *priv; gfloat current_x, current_y, max_row_height; ClutterActorIter iter; ClutterActor *child; clutter_actor_set_allocation (self, box, flags); priv = MY_THING (self)->priv; current_x = priv->padding; current_y = priv->padding; max_row_height = 0; /* The allocation logic here is to horizontally place children * side-by-side and reflow into a new row when we run out of * space */ clutter_actor_iter_init (&iter, self); while (clutter_actor_iter_next (&iter, &child)) { gfloat natural_width, natural_height; ClutterActorBox child_box; clutter_actor_get_preferred_size (child, NULL, NULL, &natural_width, &natural_height); /* if it fits in the current row, keep it there; otherwise * reflow into another row */ if (current_x + natural_width > box->x2 - box->x1 - priv->padding) { current_x = priv->padding; current_y += max_row_height + priv->spacing; max_row_height = 0; } child_box.x1 = current_x; child_box.y1 = current_y; child_box.x2 = child_box.x1 + natural_width; child_box.y2 = child_box.y1 + natural_height; clutter_actor_allocate (child, &child_box, flags); /* if we take into account the transformation of the children * then we first check if it's transformed; then we get the * onscreen coordinates of the two points of the bounding box * of the actor (origin(x, y) and (origin + size)(x,y)) and * we update the coordinates and area given to the next child */ if (priv->use_transformed_box) { if (clutter_actor_is_scaled (child) || clutter_actor_is_rotated (child)) { graphene_point3d_t v1 = { 0, }, v2 = { 0, }; ClutterActorBox transformed_box = { 0, }; /* origin */ if (!(flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED)) { v1.x = 0; v1.y = 0; } else { v1.x = box->x1; v1.y = box->y1; } clutter_actor_apply_transform_to_point (child, &v1, &v2); transformed_box.x1 = v2.x; transformed_box.y1 = v2.y; /* size */ v1.x = natural_width; v1.y = natural_height; clutter_actor_apply_transform_to_point (child, &v1, &v2); transformed_box.x2 = v2.x; transformed_box.y2 = v2.y; natural_width = transformed_box.x2 - transformed_box.x1; natural_height = transformed_box.y2 - transformed_box.y1; } } /* Record the maximum child height on current row to know * what's the increment that should be used for the next * row */ if (natural_height > max_row_height) max_row_height = natural_height; current_x += natural_width + priv->spacing; } } #define MIN_SIZE 24 #define MAX_SIZE 64 static void my_thing_class_init (MyThingClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); gobject_class->set_property = my_thing_set_property; gobject_class->get_property = my_thing_get_property; actor_class->get_preferred_width = my_thing_get_preferred_width; actor_class->get_preferred_height = my_thing_get_preferred_height; actor_class->allocate = my_thing_allocate; g_object_class_install_property (gobject_class, PROP_SPACING, g_param_spec_float ("spacing", "Spacing", "Spacing of the thing", 0, G_MAXFLOAT, 0, G_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_PADDING, g_param_spec_float ("padding", "Padding", "Padding around the thing", 0, G_MAXFLOAT, 0, G_PARAM_READWRITE)); g_object_class_install_property (gobject_class, PROP_USE_TRANSFORMED_BOX, g_param_spec_boolean ("use-transformed-box", "Use Transformed Box", "Use transformed box when allocating", FALSE, G_PARAM_READWRITE)); } static void my_thing_init (MyThing *thing) { thing->priv = MY_THING_GET_PRIVATE (thing); } static ClutterActor * my_thing_new (gfloat padding, gfloat spacing) { return g_object_new (MY_TYPE_THING, "padding", padding, "spacing", spacing, NULL); } /* test code */ static ClutterActor *box = NULL; static ClutterActor *icon = NULL; static ClutterTimeline *main_timeline = NULL; static void toggle_property_value (ClutterActor *actor, const gchar *property_name) { gboolean value; g_object_get (actor, property_name, &value, NULL); value = !value; g_object_set (box, property_name, value, NULL); } static void increase_property_value (ClutterActor *actor, const char *property_name) { gfloat value; g_object_get (actor, property_name, &value, NULL); value = value + 10.0; g_object_set (box, property_name, value, NULL); } static void decrease_property_value (ClutterActor *actor, const char *property_name) { gfloat value; g_object_get (actor, property_name, &value, NULL); value = MAX (0, value - 10.0); g_object_set (box, property_name, value, NULL); } static ClutterActor * create_item (void) { ClutterActor *clone = clutter_clone_new (icon); gint32 size = g_random_int_range (MIN_SIZE, MAX_SIZE); clutter_actor_set_size (clone, size, size); clutter_actor_animate_with_timeline (clone, CLUTTER_EASE_OUT_CUBIC, main_timeline, "scale-x", 2.0, "scale-y", 2.0, "fixed::scale-gravity", CLUTTER_GRAVITY_CENTER, NULL); return clone; } static gboolean keypress_cb (ClutterActor *actor, ClutterEvent *event, gpointer data) { switch (clutter_event_get_key_symbol (event)) { case CLUTTER_KEY_q: clutter_main_quit (); break; case CLUTTER_KEY_a: { if (icon != NULL) { ClutterActor *clone = create_item (); /* Add one item to container */ clutter_actor_add_child (box, clone); } break; } case CLUTTER_KEY_d: { ClutterActor *last_child; last_child = clutter_actor_get_last_child (box); if (last_child != NULL) { /* Remove last item on container */ clutter_actor_remove_child (box, last_child); } break; } case CLUTTER_KEY_w: { decrease_property_value (box, "padding"); break; } case CLUTTER_KEY_e: { increase_property_value (box, "padding"); break; } case CLUTTER_KEY_r: { decrease_property_value (box, "spacing"); break; } case CLUTTER_KEY_s: { toggle_property_value (box, "use-transformed-box"); break; } case CLUTTER_KEY_t: { increase_property_value (box, "spacing"); break; } case CLUTTER_KEY_z: { if (clutter_timeline_is_playing (main_timeline)) clutter_timeline_pause (main_timeline); else clutter_timeline_start (main_timeline); break; } default: break; } return FALSE; } static void relayout_on_frame (ClutterTimeline *timeline) { gboolean use_transformed_box; /* if we care about transformations updating the layout, we need to inform * the layout that a transformation is happening; this is either done by * attaching a notification on the transformation properties or by simply * queuing a relayout on each frame of the timeline used to drive the * behaviour. for simplicity's sake, we used the latter */ g_object_get (G_OBJECT (box), "use-transformed-box", &use_transformed_box, NULL); if (use_transformed_box) clutter_actor_queue_relayout (box); } G_MODULE_EXPORT int test_layout_main (int argc, char *argv[]) { ClutterActor *stage, *instructions; gint i, size; GError *error = NULL; if (clutter_init (&argc, &argv) != CLUTTER_INIT_SUCCESS) return 1; stage = clutter_stage_new (); clutter_actor_set_size (stage, 800, 600); clutter_stage_set_title (CLUTTER_STAGE (stage), "Layout"); g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL); main_timeline = clutter_timeline_new (2000); clutter_timeline_set_repeat_count (main_timeline, -1); clutter_timeline_set_auto_reverse (main_timeline, TRUE); g_signal_connect (main_timeline, "new-frame", G_CALLBACK (relayout_on_frame), NULL); box = my_thing_new (10, 10); clutter_actor_set_position (box, 20, 20); clutter_actor_set_size (box, 350, -1); icon = clutter_test_utils_create_texture_from_file (TESTS_DATADIR G_DIR_SEPARATOR_S "redhand.png", &error); if (error) g_error ("Unable to load 'redhand.png': %s", error->message); size = g_random_int_range (MIN_SIZE, MAX_SIZE); clutter_actor_set_size (icon, size, size); clutter_actor_add_child (box, icon); clutter_actor_animate_with_timeline (icon, CLUTTER_EASE_OUT_CUBIC, main_timeline, "scale-x", 2.0, "scale-y", 2.0, "fixed::scale-gravity", CLUTTER_GRAVITY_CENTER, NULL); for (i = 1; i < 33; i++) { ClutterActor *clone = create_item (); clutter_actor_add_child (box, clone); } clutter_actor_add_child (stage, box); instructions = clutter_text_new_with_text (NULL, "Instructions:\n" "a - add a new item\n" "d - remove last item\n" "z - start/pause behaviour\n" "w - decrease padding\n" "e - increase padding\n" "r - decrease spacing\n" "t - increase spacing\n" "s - use transformed box\n" "q - quit"); clutter_text_set_use_markup (CLUTTER_TEXT (instructions), TRUE); clutter_actor_set_position (instructions, 450, 10); clutter_actor_add_child (stage, instructions); g_signal_connect (stage, "key-release-event", G_CALLBACK (keypress_cb), NULL); clutter_timeline_stop (main_timeline); clutter_actor_show (stage); clutter_main (); g_object_unref (main_timeline); return EXIT_SUCCESS; } G_MODULE_EXPORT const char * test_layout_describe (void) { return "Container implementing a layout policy."; }