/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Copyright (C) 2011 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 . */ #if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION) #error "Only can be included directly." #endif #ifndef __CLUTTER_ENUMS_H__ #define __CLUTTER_ENUMS_H__ #include G_BEGIN_DECLS /** * ClutterGravity: * @CLUTTER_GRAVITY_NONE: Do not apply any gravity * @CLUTTER_GRAVITY_NORTH: Scale from topmost downwards * @CLUTTER_GRAVITY_NORTH_EAST: Scale from the top right corner * @CLUTTER_GRAVITY_EAST: Scale from the right side * @CLUTTER_GRAVITY_SOUTH_EAST: Scale from the bottom right corner * @CLUTTER_GRAVITY_SOUTH: Scale from the bottom upwards * @CLUTTER_GRAVITY_SOUTH_WEST: Scale from the bottom left corner * @CLUTTER_GRAVITY_WEST: Scale from the left side * @CLUTTER_GRAVITY_NORTH_WEST: Scale from the top left corner * @CLUTTER_GRAVITY_CENTER: Scale from the center. * * Gravity of the scaling operations. When a gravity different than * %CLUTTER_GRAVITY_NONE is used, an actor is scaled keeping the position * of the specified portion at the same coordinates. * * Since: 0.2 */ typedef enum { /*< prefix=CLUTTER_GRAVITY >*/ CLUTTER_GRAVITY_NONE = 0, CLUTTER_GRAVITY_NORTH, CLUTTER_GRAVITY_NORTH_EAST, CLUTTER_GRAVITY_EAST, CLUTTER_GRAVITY_SOUTH_EAST, CLUTTER_GRAVITY_SOUTH, CLUTTER_GRAVITY_SOUTH_WEST, CLUTTER_GRAVITY_WEST, CLUTTER_GRAVITY_NORTH_WEST, CLUTTER_GRAVITY_CENTER } ClutterGravity; /** * ClutterRotateAxis: * @CLUTTER_X_AXIS: Rotate around the X axis * @CLUTTER_Y_AXIS: Rotate around the Y axis * @CLUTTER_Z_AXIS: Rotate around the Z axis * * Axis of a rotation. * * Since: 0.4 */ typedef enum { /*< prefix=CLUTTER >*/ CLUTTER_X_AXIS, CLUTTER_Y_AXIS, CLUTTER_Z_AXIS } ClutterRotateAxis; /** * ClutterRotateDirection: * @CLUTTER_ROTATE_CW: Clockwise rotation * @CLUTTER_ROTATE_CCW: Counter-clockwise rotation * * Direction of a rotation. * * Since: 0.4 */ typedef enum { /*< prefix=CLUTTER_ROTATE >*/ CLUTTER_ROTATE_CW, CLUTTER_ROTATE_CCW } ClutterRotateDirection; /** * ClutterRequestMode: * @CLUTTER_REQUEST_HEIGHT_FOR_WIDTH: Height for width requests * @CLUTTER_REQUEST_WIDTH_FOR_HEIGHT: Width for height requests * * Specifies the type of requests for a #ClutterActor. * * Since: 0.8 */ typedef enum { /*< prefix=CLUTTER_REQUEST >*/ CLUTTER_REQUEST_HEIGHT_FOR_WIDTH, CLUTTER_REQUEST_WIDTH_FOR_HEIGHT } ClutterRequestMode; /** * ClutterAnimationMode: * @CLUTTER_CUSTOM_MODE: custom progress function * @CLUTTER_LINEAR: linear tweening * @CLUTTER_EASE_IN_QUAD: quadratic tweening * @CLUTTER_EASE_OUT_QUAD: quadratic tweening, inverse of * %CLUTTER_EASE_IN_QUAD * @CLUTTER_EASE_IN_OUT_QUAD: quadratic tweening, combininig * %CLUTTER_EASE_IN_QUAD and %CLUTTER_EASE_OUT_QUAD * @CLUTTER_EASE_IN_CUBIC: cubic tweening * @CLUTTER_EASE_OUT_CUBIC: cubic tweening, invers of * %CLUTTER_EASE_IN_CUBIC * @CLUTTER_EASE_IN_OUT_CUBIC: cubic tweening, combining * %CLUTTER_EASE_IN_CUBIC and %CLUTTER_EASE_OUT_CUBIC * @CLUTTER_EASE_IN_QUART: quartic tweening * @CLUTTER_EASE_OUT_QUART: quartic tweening, inverse of * %CLUTTER_EASE_IN_QUART * @CLUTTER_EASE_IN_OUT_QUART: quartic tweening, combining * %CLUTTER_EASE_IN_QUART and %CLUTTER_EASE_OUT_QUART * @CLUTTER_EASE_IN_QUINT: quintic tweening * @CLUTTER_EASE_OUT_QUINT: quintic tweening, inverse of * %CLUTTER_EASE_IN_QUINT * @CLUTTER_EASE_IN_OUT_QUINT: fifth power tweening, combining * %CLUTTER_EASE_IN_QUINT and %CLUTTER_EASE_OUT_QUINT * @CLUTTER_EASE_IN_SINE: sinusoidal tweening * @CLUTTER_EASE_OUT_SINE: sinusoidal tweening, inverse of * %CLUTTER_EASE_IN_SINE * @CLUTTER_EASE_IN_OUT_SINE: sine wave tweening, combining * %CLUTTER_EASE_IN_SINE and %CLUTTER_EASE_OUT_SINE * @CLUTTER_EASE_IN_EXPO: exponential tweening * @CLUTTER_EASE_OUT_EXPO: exponential tweening, inverse of * %CLUTTER_EASE_IN_EXPO * @CLUTTER_EASE_IN_OUT_EXPO: exponential tweening, combining * %CLUTTER_EASE_IN_EXPO and %CLUTTER_EASE_OUT_EXPO * @CLUTTER_EASE_IN_CIRC: circular tweening * @CLUTTER_EASE_OUT_CIRC: circular tweening, inverse of * %CLUTTER_EASE_IN_CIRC * @CLUTTER_EASE_IN_OUT_CIRC: circular tweening, combining * %CLUTTER_EASE_IN_CIRC and %CLUTTER_EASE_OUT_CIRC * @CLUTTER_EASE_IN_ELASTIC: elastic tweening, with offshoot on start * @CLUTTER_EASE_OUT_ELASTIC: elastic tweening, with offshoot on end * @CLUTTER_EASE_IN_OUT_ELASTIC: elastic tweening with offshoot on both ends * @CLUTTER_EASE_IN_BACK: overshooting cubic tweening, with * backtracking on start * @CLUTTER_EASE_OUT_BACK: overshooting cubic tweening, with * backtracking on end * @CLUTTER_EASE_IN_OUT_BACK: overshooting cubic tweening, with * backtracking on both ends * @CLUTTER_EASE_IN_BOUNCE: exponentially decaying parabolic (bounce) * tweening, with bounce on start * @CLUTTER_EASE_OUT_BOUNCE: exponentially decaying parabolic (bounce) * tweening, with bounce on end * @CLUTTER_EASE_IN_OUT_BOUNCE: exponentially decaying parabolic (bounce) * tweening, with bounce on both ends * @CLUTTER_ANIMATION_LAST: last animation mode, used as a guard for * registered global alpha functions * * The animation modes used by #ClutterAlpha and #ClutterAnimation. This * enumeration can be expanded in later versions of Clutter. See the * #ClutterAlpha documentation for a graph of all the animation modes. * * Every global alpha function registered using clutter_alpha_register_func() * or clutter_alpha_register_closure() will have a logical id greater than * %CLUTTER_ANIMATION_LAST. * * Since: 1.0 */ typedef enum { CLUTTER_CUSTOM_MODE = 0, /* linear */ CLUTTER_LINEAR, /* quadratic */ CLUTTER_EASE_IN_QUAD, CLUTTER_EASE_OUT_QUAD, CLUTTER_EASE_IN_OUT_QUAD, /* cubic */ CLUTTER_EASE_IN_CUBIC, CLUTTER_EASE_OUT_CUBIC, CLUTTER_EASE_IN_OUT_CUBIC, /* quartic */ CLUTTER_EASE_IN_QUART, CLUTTER_EASE_OUT_QUART, CLUTTER_EASE_IN_OUT_QUART, /* quintic */ CLUTTER_EASE_IN_QUINT, CLUTTER_EASE_OUT_QUINT, CLUTTER_EASE_IN_OUT_QUINT, /* sinusoidal */ CLUTTER_EASE_IN_SINE, CLUTTER_EASE_OUT_SINE, CLUTTER_EASE_IN_OUT_SINE, /* exponential */ CLUTTER_EASE_IN_EXPO, CLUTTER_EASE_OUT_EXPO, CLUTTER_EASE_IN_OUT_EXPO, /* circular */ CLUTTER_EASE_IN_CIRC, CLUTTER_EASE_OUT_CIRC, CLUTTER_EASE_IN_OUT_CIRC, /* elastic */ CLUTTER_EASE_IN_ELASTIC, CLUTTER_EASE_OUT_ELASTIC, CLUTTER_EASE_IN_OUT_ELASTIC, /* overshooting cubic */ CLUTTER_EASE_IN_BACK, CLUTTER_EASE_OUT_BACK, CLUTTER_EASE_IN_OUT_BACK, /* exponentially decaying parabolic */ CLUTTER_EASE_IN_BOUNCE, CLUTTER_EASE_OUT_BOUNCE, CLUTTER_EASE_IN_OUT_BOUNCE, /* guard, before registered alpha functions */ CLUTTER_ANIMATION_LAST } ClutterAnimationMode; /** * ClutterFontFlags: * @CLUTTER_FONT_MIPMAPPING: Set to use mipmaps for the glyph cache textures. * @CLUTTER_FONT_HINTING: Set to enable hinting on the glyphs. * * Runtime flags to change the font quality. To be used with * clutter_set_font_flags(). * * Since: 1.0 */ typedef enum { /*< prefix=CLUTTER_FONT >*/ CLUTTER_FONT_MIPMAPPING = (1 << 0), CLUTTER_FONT_HINTING = (1 << 1) } ClutterFontFlags; /** * ClutterTextDirection: * @CLUTTER_TEXT_DIRECTION_DEFAULT: Use the default setting, as returned * by clutter_get_default_text_direction() * @CLUTTER_TEXT_DIRECTION_LTR: Use left-to-right text direction * @CLUTTER_TEXT_DIRECTION_RTL: Use right-to-left text direction * * The text direction to be used by #ClutterActors * * Since: 1.2 */ typedef enum { CLUTTER_TEXT_DIRECTION_DEFAULT, CLUTTER_TEXT_DIRECTION_LTR, CLUTTER_TEXT_DIRECTION_RTL } ClutterTextDirection; /** * ClutterShaderType: * @CLUTTER_VERTEX_SHADER: a vertex shader * @CLUTTER_FRAGMENT_SHADER: a fragment shader * * The type of GLSL shader program * * Since: 1.4 */ typedef enum { CLUTTER_VERTEX_SHADER, CLUTTER_FRAGMENT_SHADER } ClutterShaderType; /** * ClutterModifierType: * @CLUTTER_SHIFT_MASK: Mask applied by the Shift key * @CLUTTER_LOCK_MASK: Mask applied by the Caps Lock key * @CLUTTER_CONTROL_MASK: Mask applied by the Control key * @CLUTTER_MOD1_MASK: Mask applied by the first Mod key * @CLUTTER_MOD2_MASK: Mask applied by the second Mod key * @CLUTTER_MOD3_MASK: Mask applied by the third Mod key * @CLUTTER_MOD4_MASK: Mask applied by the fourth Mod key * @CLUTTER_MOD5_MASK: Mask applied by the fifth Mod key * @CLUTTER_BUTTON1_MASK: Mask applied by the first pointer button * @CLUTTER_BUTTON2_MASK: Mask applied by the second pointer button * @CLUTTER_BUTTON3_MASK: Mask applied by the third pointer button * @CLUTTER_BUTTON4_MASK: Mask applied by the fourth pointer button * @CLUTTER_BUTTON5_MASK: Mask applied by the fifth pointer button * @CLUTTER_SUPER_MASK: Mask applied by the Super key * @CLUTTER_HYPER_MASK: Mask applied by the Hyper key * @CLUTTER_META_MASK: Mask applied by the Meta key * @CLUTTER_RELEASE_MASK: Mask applied during release * @CLUTTER_MODIFIER_MASK: A mask covering all modifier types * * Masks applied to a #ClutterEvent by modifiers. * * Note that Clutter may add internal values to events which include * reserved values such as %CLUTTER_MODIFIER_RESERVED_13_MASK. Your code * should preserve and ignore them. You can use %CLUTTER_MODIFIER_MASK to * remove all reserved values. * * Since: 0.4 */ typedef enum { CLUTTER_SHIFT_MASK = 1 << 0, CLUTTER_LOCK_MASK = 1 << 1, CLUTTER_CONTROL_MASK = 1 << 2, CLUTTER_MOD1_MASK = 1 << 3, CLUTTER_MOD2_MASK = 1 << 4, CLUTTER_MOD3_MASK = 1 << 5, CLUTTER_MOD4_MASK = 1 << 6, CLUTTER_MOD5_MASK = 1 << 7, CLUTTER_BUTTON1_MASK = 1 << 8, CLUTTER_BUTTON2_MASK = 1 << 9, CLUTTER_BUTTON3_MASK = 1 << 10, CLUTTER_BUTTON4_MASK = 1 << 11, CLUTTER_BUTTON5_MASK = 1 << 12, #ifndef __GTK_DOC_IGNORE__ CLUTTER_MODIFIER_RESERVED_13_MASK = 1 << 13, CLUTTER_MODIFIER_RESERVED_14_MASK = 1 << 14, CLUTTER_MODIFIER_RESERVED_15_MASK = 1 << 15, CLUTTER_MODIFIER_RESERVED_16_MASK = 1 << 16, CLUTTER_MODIFIER_RESERVED_17_MASK = 1 << 17, CLUTTER_MODIFIER_RESERVED_18_MASK = 1 << 18, CLUTTER_MODIFIER_RESERVED_19_MASK = 1 << 19, CLUTTER_MODIFIER_RESERVED_20_MASK = 1 << 20, CLUTTER_MODIFIER_RESERVED_21_MASK = 1 << 21, CLUTTER_MODIFIER_RESERVED_22_MASK = 1 << 22, CLUTTER_MODIFIER_RESERVED_23_MASK = 1 << 23, CLUTTER_MODIFIER_RESERVED_24_MASK = 1 << 24, CLUTTER_MODIFIER_RESERVED_25_MASK = 1 << 25, #endif CLUTTER_SUPER_MASK = 1 << 26, CLUTTER_HYPER_MASK = 1 << 27, CLUTTER_META_MASK = 1 << 28, #ifndef __GTK_DOC_IGNORE__ CLUTTER_MODIFIER_RESERVED_29_MASK = 1 << 29, #endif CLUTTER_RELEASE_MASK = 1 << 30, /* Combination of CLUTTER_SHIFT_MASK..CLUTTER_BUTTON5_MASK + CLUTTER_SUPER_MASK + CLUTTER_HYPER_MASK + CLUTTER_META_MASK + CLUTTER_RELEASE_MASK */ CLUTTER_MODIFIER_MASK = 0x5c001fff } ClutterModifierType; /** * ClutterActorFlags: * @CLUTTER_ACTOR_MAPPED: the actor will be painted (is visible, and inside * a toplevel, and all parents visible) * @CLUTTER_ACTOR_REALIZED: the resources associated to the actor have been * allocated * @CLUTTER_ACTOR_REACTIVE: the actor 'reacts' to mouse events emmitting event * signals * @CLUTTER_ACTOR_VISIBLE: the actor has been shown by the application program * @CLUTTER_ACTOR_NO_LAYOUT: the actor provides an explicit layout management * policy for its children; this flag will prevent Clutter from automatic * queueing of relayout and will defer all layouting to the actor itself * * Flags used to signal the state of an actor. */ typedef enum { /*< prefix=CLUTTER_ACTOR >*/ CLUTTER_ACTOR_MAPPED = 1 << 1, CLUTTER_ACTOR_REALIZED = 1 << 2, CLUTTER_ACTOR_REACTIVE = 1 << 3, CLUTTER_ACTOR_VISIBLE = 1 << 4, CLUTTER_ACTOR_NO_LAYOUT = 1 << 5 } ClutterActorFlags; /** * ClutterOffscreenRedirect: * @CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY: Only redirect * the actor if it is semi-transparent and its has_overlaps() * virtual returns %TRUE. This is the default. * @CLUTTER_OFFSCREEN_REDIRECT_ALWAYS: Always redirect the actor to an * offscreen buffer even if it is fully opaque. * * Possible flags to pass to clutter_actor_set_offscreen_redirect(). * * Since: 1.8 */ typedef enum { /*< prefix=CLUTTER_OFFSCREEN_REDIRECT >*/ CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY = 1<<0, CLUTTER_OFFSCREEN_REDIRECT_ALWAYS = 1<<1 } ClutterOffscreenRedirect; /** * ClutterAllocationFlags: * @CLUTTER_ALLOCATION_NONE: No flag set * @CLUTTER_ABSOLUTE_ORIGIN_CHANGED: Whether the absolute origin of the * actor has changed; this implies that any ancestor of the actor has * been moved. * @CLUTTER_DELEGATE_LAYOUT: Whether the allocation should be delegated * to the #ClutterLayoutManager instance stored inside the * #ClutterActor:layout-manager property of #ClutterActor. This flag * should only be used if you are subclassing #ClutterActor and * overriding the #ClutterActorClass.allocate() virtual function, but * you wish to use the default implementation of the virtual function * inside #ClutterActor. Added in Clutter 1.10. * * Flags passed to the #ClutterActorClass.allocate() virtual function * and to the clutter_actor_allocate() function. * * Since: 1.0 */ typedef enum { CLUTTER_ALLOCATION_NONE = 0, CLUTTER_ABSOLUTE_ORIGIN_CHANGED = 1 << 1, CLUTTER_DELEGATE_LAYOUT = 1 << 2 } ClutterAllocationFlags; /** * ClutterAlignAxis: * @CLUTTER_ALIGN_X_AXIS: Maintain the alignment on the X axis * @CLUTTER_ALIGN_Y_AXIS: Maintain the alignment on the Y axis * @CLUTTER_ALIGN_BOTH: Maintain the alignment on both the X and Y axis * * Specifies the axis on which #ClutterAlignConstraint should maintain * the alignment. * * Since: 1.4 */ typedef enum { /*< prefix=CLUTTER_ALIGN >*/ CLUTTER_ALIGN_X_AXIS, CLUTTER_ALIGN_Y_AXIS, CLUTTER_ALIGN_BOTH } ClutterAlignAxis; /** * ClutterInterpolation: * @CLUTTER_INTERPOLATION_LINEAR: linear interpolation * @CLUTTER_INTERPOLATION_CUBIC: cubic interpolation * * The mode of interpolation between key frames * * Since: 1.2 */ typedef enum { CLUTTER_INTERPOLATION_LINEAR, CLUTTER_INTERPOLATION_CUBIC } ClutterInterpolation; /** * ClutterBinAlignment: * @CLUTTER_BIN_ALIGNMENT_FIXED: Fixed position alignment; the * #ClutterBinLayout will honour the fixed position provided * by the actors themselves when allocating them * @CLUTTER_BIN_ALIGNMENT_FILL: Fill the allocation size * @CLUTTER_BIN_ALIGNMENT_START: Position the actors at the top * or left side of the container, depending on the axis * @CLUTTER_BIN_ALIGNMENT_END: Position the actors at the bottom * or right side of the container, depending on the axis * @CLUTTER_BIN_ALIGNMENT_CENTER: Position the actors at the * center of the container, depending on the axis * * The alignment policies available on each axis for #ClutterBinLayout * * Since: 1.2 * * Deprecated: 1.12: Use #ClutterActorAlign and the #ClutterActor * API instead */ typedef enum { CLUTTER_BIN_ALIGNMENT_FIXED, CLUTTER_BIN_ALIGNMENT_FILL, CLUTTER_BIN_ALIGNMENT_START, CLUTTER_BIN_ALIGNMENT_END, CLUTTER_BIN_ALIGNMENT_CENTER } ClutterBinAlignment; /** * ClutterBindCoordinate: * @CLUTTER_BIND_X: Bind the X coordinate * @CLUTTER_BIND_Y: Bind the Y coordinate * @CLUTTER_BIND_WIDTH: Bind the width * @CLUTTER_BIND_HEIGHT: Bind the height * @CLUTTER_BIND_POSITION: Equivalent to to %CLUTTER_BIND_X and * %CLUTTER_BIND_Y (added in Clutter 1.6) * @CLUTTER_BIND_SIZE: Equivalent to %CLUTTER_BIND_WIDTH and * %CLUTTER_BIND_HEIGHT (added in Clutter 1.6) * @CLUTTER_BIND_ALL: Equivalent to %CLUTTER_BIND_POSITION and * %CLUTTER_BIND_SIZE (added in Clutter 1.10) * * Specifies which property should be used in a binding * * Since: 1.4 */ typedef enum { /*< prefix=CLUTTER_BIND >*/ CLUTTER_BIND_X, CLUTTER_BIND_Y, CLUTTER_BIND_WIDTH, CLUTTER_BIND_HEIGHT, CLUTTER_BIND_POSITION, CLUTTER_BIND_SIZE, CLUTTER_BIND_ALL } ClutterBindCoordinate; /** * ClutterEffectPaintFlags: * @CLUTTER_EFFECT_PAINT_ACTOR_DIRTY: The actor or one of its children * has queued a redraw before this paint. This implies that the effect * should call clutter_actor_continue_paint() to chain to the next * effect and can not cache any results from a previous paint. * * Flags passed to the ‘paint’ or ‘pick’ method of #ClutterEffect. */ typedef enum { /*< prefix=CLUTTER_EFFECT_PAINT >*/ CLUTTER_EFFECT_PAINT_ACTOR_DIRTY = (1 << 0) } ClutterEffectPaintFlags; /** * ClutterBoxAlignment: * @CLUTTER_BOX_ALIGNMENT_START: Align the child to the top or to * to the left, depending on the used axis * @CLUTTER_BOX_ALIGNMENT_CENTER: Align the child to the center * @CLUTTER_BOX_ALIGNMENT_END: Align the child to the bottom or to * the right, depending on the used axis * * The alignment policies available on each axis of the #ClutterBoxLayout * * Since: 1.2 */ typedef enum { CLUTTER_BOX_ALIGNMENT_START, CLUTTER_BOX_ALIGNMENT_END, CLUTTER_BOX_ALIGNMENT_CENTER } ClutterBoxAlignment; /** * ClutterLongPressState: * @CLUTTER_LONG_PRESS_QUERY: Queries the action whether it supports * long presses * @CLUTTER_LONG_PRESS_ACTIVATE: Activates the action on a long press * @CLUTTER_LONG_PRESS_CANCEL: The long press was cancelled * * The states for the #ClutterClickAction::long-press signal. * * Since: 1.8 */ typedef enum { /*< prefix=CLUTTER_LONG_PRESS >*/ CLUTTER_LONG_PRESS_QUERY, CLUTTER_LONG_PRESS_ACTIVATE, CLUTTER_LONG_PRESS_CANCEL } ClutterLongPressState; /** * ClutterStaticColor: * @CLUTTER_COLOR_WHITE: White color (ffffffff) * @CLUTTER_COLOR_BLACK: Black color (000000ff) * @CLUTTER_COLOR_RED: Red color (ff0000ff) * @CLUTTER_COLOR_DARK_RED: Dark red color (800000ff) * @CLUTTER_COLOR_GREEN: Green color (00ff00ff) * @CLUTTER_COLOR_DARK_GREEN: Dark green color (008000ff) * @CLUTTER_COLOR_BLUE: Blue color (0000ffff) * @CLUTTER_COLOR_DARK_BLUE: Dark blue color (000080ff) * @CLUTTER_COLOR_CYAN: Cyan color (00ffffff) * @CLUTTER_COLOR_DARK_CYAN: Dark cyan color (008080ff) * @CLUTTER_COLOR_MAGENTA: Magenta color (ff00ffff) * @CLUTTER_COLOR_DARK_MAGENTA: Dark magenta color (800080ff) * @CLUTTER_COLOR_YELLOW: Yellow color (ffff00ff) * @CLUTTER_COLOR_DARK_YELLOW: Dark yellow color (808000ff) * @CLUTTER_COLOR_GRAY: Gray color (a0a0a4ff) * @CLUTTER_COLOR_DARK_GRAY: Dark Gray color (808080ff) * @CLUTTER_COLOR_LIGHT_GRAY: Light gray color (c0c0c0ff) * @CLUTTER_COLOR_BUTTER: Butter color (edd400ff) * @CLUTTER_COLOR_BUTTER_LIGHT: Light butter color (fce94fff) * @CLUTTER_COLOR_BUTTER_DARK: Dark butter color (c4a000ff) * @CLUTTER_COLOR_ORANGE: Orange color (f57900ff) * @CLUTTER_COLOR_ORANGE_LIGHT: Light orange color (fcaf3fff) * @CLUTTER_COLOR_ORANGE_DARK: Dark orange color (ce5c00ff) * @CLUTTER_COLOR_CHOCOLATE: Chocolate color (c17d11ff) * @CLUTTER_COLOR_CHOCOLATE_LIGHT: Light chocolate color (e9b96eff) * @CLUTTER_COLOR_CHOCOLATE_DARK: Dark chocolate color (8f5902ff) * @CLUTTER_COLOR_CHAMELEON: Chameleon color (73d216ff) * @CLUTTER_COLOR_CHAMELEON_LIGHT: Light chameleon color (8ae234ff) * @CLUTTER_COLOR_CHAMELEON_DARK: Dark chameleon color (4e9a06ff) * @CLUTTER_COLOR_SKY_BLUE: Sky color (3465a4ff) * @CLUTTER_COLOR_SKY_BLUE_LIGHT: Light sky color (729fcfff) * @CLUTTER_COLOR_SKY_BLUE_DARK: Dark sky color (204a87ff) * @CLUTTER_COLOR_PLUM: Plum color (75507bff) * @CLUTTER_COLOR_PLUM_LIGHT: Light plum color (ad7fa8ff) * @CLUTTER_COLOR_PLUM_DARK: Dark plum color (5c3566ff) * @CLUTTER_COLOR_SCARLET_RED: Scarlet red color (cc0000ff) * @CLUTTER_COLOR_SCARLET_RED_LIGHT: Light scarlet red color (ef2929ff) * @CLUTTER_COLOR_SCARLET_RED_DARK: Dark scarlet red color (a40000ff) * @CLUTTER_COLOR_ALUMINIUM_1: Aluminium, first variant (eeeeecff) * @CLUTTER_COLOR_ALUMINIUM_2: Aluminium, second variant (d3d7cfff) * @CLUTTER_COLOR_ALUMINIUM_3: Aluminium, third variant (babdb6ff) * @CLUTTER_COLOR_ALUMINIUM_4: Aluminium, fourth variant (888a85ff) * @CLUTTER_COLOR_ALUMINIUM_5: Aluminium, fifth variant (555753ff) * @CLUTTER_COLOR_ALUMINIUM_6: Aluminium, sixth variant (2e3436ff) * @CLUTTER_COLOR_TRANSPARENT: Transparent color (00000000) * * Named colors, for accessing global colors defined by Clutter * * Since: 1.6 */ typedef enum { /*< prefix=CLUTTER_COLOR >*/ /* CGA/EGA-like palette */ CLUTTER_COLOR_WHITE = 0, CLUTTER_COLOR_BLACK, CLUTTER_COLOR_RED, CLUTTER_COLOR_DARK_RED, CLUTTER_COLOR_GREEN, CLUTTER_COLOR_DARK_GREEN, CLUTTER_COLOR_BLUE, CLUTTER_COLOR_DARK_BLUE, CLUTTER_COLOR_CYAN, CLUTTER_COLOR_DARK_CYAN, CLUTTER_COLOR_MAGENTA, CLUTTER_COLOR_DARK_MAGENTA, CLUTTER_COLOR_YELLOW, CLUTTER_COLOR_DARK_YELLOW, CLUTTER_COLOR_GRAY, CLUTTER_COLOR_DARK_GRAY, CLUTTER_COLOR_LIGHT_GRAY, /* Tango icon palette */ CLUTTER_COLOR_BUTTER, CLUTTER_COLOR_BUTTER_LIGHT, CLUTTER_COLOR_BUTTER_DARK, CLUTTER_COLOR_ORANGE, CLUTTER_COLOR_ORANGE_LIGHT, CLUTTER_COLOR_ORANGE_DARK, CLUTTER_COLOR_CHOCOLATE, CLUTTER_COLOR_CHOCOLATE_LIGHT, CLUTTER_COLOR_CHOCOLATE_DARK, CLUTTER_COLOR_CHAMELEON, CLUTTER_COLOR_CHAMELEON_LIGHT, CLUTTER_COLOR_CHAMELEON_DARK, CLUTTER_COLOR_SKY_BLUE, CLUTTER_COLOR_SKY_BLUE_LIGHT, CLUTTER_COLOR_SKY_BLUE_DARK, CLUTTER_COLOR_PLUM, CLUTTER_COLOR_PLUM_LIGHT, CLUTTER_COLOR_PLUM_DARK, CLUTTER_COLOR_SCARLET_RED, CLUTTER_COLOR_SCARLET_RED_LIGHT, CLUTTER_COLOR_SCARLET_RED_DARK, CLUTTER_COLOR_ALUMINIUM_1, CLUTTER_COLOR_ALUMINIUM_2, CLUTTER_COLOR_ALUMINIUM_3, CLUTTER_COLOR_ALUMINIUM_4, CLUTTER_COLOR_ALUMINIUM_5, CLUTTER_COLOR_ALUMINIUM_6, /* Fully transparent black */ CLUTTER_COLOR_TRANSPARENT } ClutterStaticColor; /** * ClutterDragAxis: * @CLUTTER_DRAG_AXIS_NONE: No constraint * @CLUTTER_DRAG_X_AXIS: Set a constraint on the X axis * @CLUTTER_DRAG_Y_AXIS: Set a constraint on the Y axis * * The axis of the constraint that should be applied on the * dragging action * * Since: 1.4 */ typedef enum { /*< prefix=CLUTTER_DRAG >*/ CLUTTER_DRAG_AXIS_NONE = 0, CLUTTER_DRAG_X_AXIS, CLUTTER_DRAG_Y_AXIS } ClutterDragAxis; /** * ClutterEventFlags: * @CLUTTER_EVENT_NONE: No flag set * @CLUTTER_EVENT_FLAG_SYNTHETIC: Synthetic event * * Flags for the #ClutterEvent * * Since: 0.6 */ typedef enum { /*< flags prefix=CLUTTER_EVENT >*/ CLUTTER_EVENT_NONE = 0, CLUTTER_EVENT_FLAG_SYNTHETIC = 1 << 0 } ClutterEventFlags; /** * ClutterEventType: * @CLUTTER_NOTHING: Empty event * @CLUTTER_KEY_PRESS: Key press event * @CLUTTER_KEY_RELEASE: Key release event * @CLUTTER_MOTION: Pointer motion event * @CLUTTER_ENTER: Actor enter event * @CLUTTER_LEAVE: Actor leave event * @CLUTTER_BUTTON_PRESS: Pointer button press event * @CLUTTER_BUTTON_RELEASE: Pointer button release event * @CLUTTER_SCROLL: Pointer scroll event * @CLUTTER_STAGE_STATE: Stage stage change event * @CLUTTER_DESTROY_NOTIFY: Destroy notification event * @CLUTTER_CLIENT_MESSAGE: Client message event * @CLUTTER_DELETE: Stage delete event * @CLUTTER_TOUCH_BEGIN: A new touch event sequence has started; * event added in 1.10 * @CLUTTER_TOUCH_UPDATE: A touch event sequence has been updated; * event added in 1.10 * @CLUTTER_TOUCH_END: A touch event sequence has finished; * event added in 1.10 * @CLUTTER_TOUCH_CANCEL: A touch event sequence has been canceled; * event added in 1.10 * @CLUTTER_EVENT_LAST: Marks the end of the #ClutterEventType enumeration; * added in 1.10 * * Types of events. * * Since: 0.4 */ typedef enum { /*< prefix=CLUTTER >*/ CLUTTER_NOTHING = 0, CLUTTER_KEY_PRESS, CLUTTER_KEY_RELEASE, CLUTTER_MOTION, CLUTTER_ENTER, CLUTTER_LEAVE, CLUTTER_BUTTON_PRESS, CLUTTER_BUTTON_RELEASE, CLUTTER_SCROLL, CLUTTER_STAGE_STATE, CLUTTER_DESTROY_NOTIFY, CLUTTER_CLIENT_MESSAGE, CLUTTER_DELETE, CLUTTER_TOUCH_BEGIN, CLUTTER_TOUCH_UPDATE, CLUTTER_TOUCH_END, CLUTTER_TOUCH_CANCEL, CLUTTER_EVENT_LAST /* helper */ } ClutterEventType; /** * ClutterScrollDirection: * @CLUTTER_SCROLL_UP: Scroll up * @CLUTTER_SCROLL_DOWN: Scroll down * @CLUTTER_SCROLL_LEFT: Scroll left * @CLUTTER_SCROLL_RIGHT: Scroll right * @CLUTTER_SCROLL_SMOOTH: Precise scrolling delta (available in 1.10) * * Direction of a pointer scroll event. * * The %CLUTTER_SCROLL_SMOOTH value implies that the #ClutterScrollEvent * has precise scrolling delta information. * * Since: 0.4 */ typedef enum { /*< prefix=CLUTTER_SCROLL >*/ CLUTTER_SCROLL_UP, CLUTTER_SCROLL_DOWN, CLUTTER_SCROLL_LEFT, CLUTTER_SCROLL_RIGHT, CLUTTER_SCROLL_SMOOTH } ClutterScrollDirection; /** * ClutterStageState: * @CLUTTER_STAGE_STATE_FULLSCREEN: Fullscreen mask * @CLUTTER_STAGE_STATE_OFFSCREEN: Offscreen mask (deprecated) * @CLUTTER_STAGE_STATE_ACTIVATED: Activated mask * * Stage state masks, used by the #ClutterEvent of type %CLUTTER_STAGE_STATE. * * Since: 0.4 */ typedef enum { CLUTTER_STAGE_STATE_FULLSCREEN = (1 << 1), CLUTTER_STAGE_STATE_OFFSCREEN = (1 << 2), CLUTTER_STAGE_STATE_ACTIVATED = (1 << 3) } ClutterStageState; /** * ClutterFeatureFlags: * @CLUTTER_FEATURE_TEXTURE_NPOT: Set if NPOTS textures supported. * @CLUTTER_FEATURE_SYNC_TO_VBLANK: Set if vblank syncing supported. * @CLUTTER_FEATURE_TEXTURE_YUV: Set if YUV based textures supported. * @CLUTTER_FEATURE_TEXTURE_READ_PIXELS: Set if texture pixels can be read. * @CLUTTER_FEATURE_STAGE_STATIC: Set if stage size if fixed (i.e framebuffer) * @CLUTTER_FEATURE_STAGE_USER_RESIZE: Set if stage is able to be user resized. * @CLUTTER_FEATURE_STAGE_CURSOR: Set if stage has a graphical cursor. * @CLUTTER_FEATURE_SHADERS_GLSL: Set if the backend supports GLSL shaders. * @CLUTTER_FEATURE_OFFSCREEN: Set if the backend supports offscreen rendering. * @CLUTTER_FEATURE_STAGE_MULTIPLE: Set if multiple stages are supported. * @CLUTTER_FEATURE_SWAP_EVENTS: Set if the GLX_INTEL_swap_event is supported. * * Runtime flags indicating specific features available via Clutter window * sysytem and graphics backend. * * Since: 0.4 */ typedef enum { CLUTTER_FEATURE_TEXTURE_NPOT = (1 << 2), CLUTTER_FEATURE_SYNC_TO_VBLANK = (1 << 3), CLUTTER_FEATURE_TEXTURE_YUV = (1 << 4), CLUTTER_FEATURE_TEXTURE_READ_PIXELS = (1 << 5), CLUTTER_FEATURE_STAGE_STATIC = (1 << 6), CLUTTER_FEATURE_STAGE_USER_RESIZE = (1 << 7), CLUTTER_FEATURE_STAGE_CURSOR = (1 << 8), CLUTTER_FEATURE_SHADERS_GLSL = (1 << 9), CLUTTER_FEATURE_OFFSCREEN = (1 << 10), CLUTTER_FEATURE_STAGE_MULTIPLE = (1 << 11), CLUTTER_FEATURE_SWAP_EVENTS = (1 << 12) } ClutterFeatureFlags; /** * ClutterFlowOrientation: * @CLUTTER_FLOW_HORIZONTAL: Arrange the children of the flow layout * horizontally first * @CLUTTER_FLOW_VERTICAL: Arrange the children of the flow layout * vertically first * * The direction of the arrangement of the children inside * a #ClutterFlowLayout * * Since: 1.2 */ typedef enum { /*< prefix=CLUTTER_FLOW >*/ CLUTTER_FLOW_HORIZONTAL, CLUTTER_FLOW_VERTICAL } ClutterFlowOrientation; /** * ClutterInputDeviceType: * @CLUTTER_POINTER_DEVICE: A pointer device * @CLUTTER_KEYBOARD_DEVICE: A keyboard device * @CLUTTER_EXTENSION_DEVICE: A generic extension device * @CLUTTER_JOYSTICK_DEVICE: A joystick device * @CLUTTER_TABLET_DEVICE: A tablet device * @CLUTTER_TOUCHPAD_DEVICE: A touchpad device * @CLUTTER_TOUCHSCREEN_DEVICE: A touch screen device * @CLUTTER_PEN_DEVICE: A pen device * @CLUTTER_ERASER_DEVICE: An eraser device * @CLUTTER_CURSOR_DEVICE: A cursor device * @CLUTTER_N_DEVICE_TYPES: The number of device types * * The types of input devices available. * * The #ClutterInputDeviceType enumeration can be extended at later * date; not every platform supports every input device type. * * Since: 1.0 */ typedef enum { CLUTTER_POINTER_DEVICE, CLUTTER_KEYBOARD_DEVICE, CLUTTER_EXTENSION_DEVICE, CLUTTER_JOYSTICK_DEVICE, CLUTTER_TABLET_DEVICE, CLUTTER_TOUCHPAD_DEVICE, CLUTTER_TOUCHSCREEN_DEVICE, CLUTTER_PEN_DEVICE, CLUTTER_ERASER_DEVICE, CLUTTER_CURSOR_DEVICE, CLUTTER_N_DEVICE_TYPES } ClutterInputDeviceType; /** * ClutterInputMode: * @CLUTTER_INPUT_MODE_MASTER: A master, virtual device * @CLUTTER_INPUT_MODE_SLAVE: A slave, physical device, attached to * a master device * @CLUTTER_INPUT_MODE_FLOATING: A slave, physical device, not attached * to a master device * * The mode for input devices available. * * Since: 1.6 */ typedef enum { CLUTTER_INPUT_MODE_MASTER, CLUTTER_INPUT_MODE_SLAVE, CLUTTER_INPUT_MODE_FLOATING } ClutterInputMode; /** * ClutterInputAxis: * @CLUTTER_INPUT_AXIS_IGNORE: Unused axis * @CLUTTER_INPUT_AXIS_X: The position on the X axis * @CLUTTER_INPUT_AXIS_Y: The position of the Y axis * @CLUTTER_INPUT_AXIS_PRESSURE: The pressure information * @CLUTTER_INPUT_AXIS_XTILT: The tilt on the X axis * @CLUTTER_INPUT_AXIS_YTILT: The tile on the Y axis * @CLUTTER_INPUT_AXIS_WHEEL: A wheel * @CLUTTER_INPUT_AXIS_DISTANCE: Distance (Since 1.12) * @CLUTTER_INPUT_AXIS_LAST: Last value of the enumeration; this value is * useful when iterating over the enumeration values (Since 1.12) * * The type of axes Clutter recognizes on a #ClutterInputDevice * * Since: 1.6 */ typedef enum { CLUTTER_INPUT_AXIS_IGNORE, CLUTTER_INPUT_AXIS_X, CLUTTER_INPUT_AXIS_Y, CLUTTER_INPUT_AXIS_PRESSURE, CLUTTER_INPUT_AXIS_XTILT, CLUTTER_INPUT_AXIS_YTILT, CLUTTER_INPUT_AXIS_WHEEL, CLUTTER_INPUT_AXIS_DISTANCE, CLUTTER_INPUT_AXIS_LAST } ClutterInputAxis; /** * ClutterSnapEdge: * @CLUTTER_SNAP_EDGE_TOP: the top edge * @CLUTTER_SNAP_EDGE_RIGHT: the right edge * @CLUTTER_SNAP_EDGE_BOTTOM: the bottom edge * @CLUTTER_SNAP_EDGE_LEFT: the left edge * * The edge to snap * * Since: 1.6 */ typedef enum { CLUTTER_SNAP_EDGE_TOP, CLUTTER_SNAP_EDGE_RIGHT, CLUTTER_SNAP_EDGE_BOTTOM, CLUTTER_SNAP_EDGE_LEFT } ClutterSnapEdge; /** * ClutterPickMode: * @CLUTTER_PICK_NONE: Do not paint any actor * @CLUTTER_PICK_REACTIVE: Paint only the reactive actors * @CLUTTER_PICK_ALL: Paint all actors * * Controls the paint cycle of the scene graph when in pick mode * * Since: 1.0 */ typedef enum { CLUTTER_PICK_NONE = 0, CLUTTER_PICK_REACTIVE, CLUTTER_PICK_ALL } ClutterPickMode; /** * ClutterSwipeDirection: * @CLUTTER_SWIPE_DIRECTION_UP: Upwards swipe gesture * @CLUTTER_SWIPE_DIRECTION_DOWN: Downwards swipe gesture * @CLUTTER_SWIPE_DIRECTION_LEFT: Leftwards swipe gesture * @CLUTTER_SWIPE_DIRECTION_RIGHT: Rightwards swipe gesture * * The main direction of the swipe gesture * * Since: 1.8 */ typedef enum { /*< prefix=CLUTTER_SWIPE_DIRECTION >*/ CLUTTER_SWIPE_DIRECTION_UP = 1 << 0, CLUTTER_SWIPE_DIRECTION_DOWN = 1 << 1, CLUTTER_SWIPE_DIRECTION_LEFT = 1 << 2, CLUTTER_SWIPE_DIRECTION_RIGHT = 1 << 3 } ClutterSwipeDirection; /** * ClutterTableAlignment: * @CLUTTER_TABLE_ALIGNMENT_START: Align the child to the top or to the * left of a cell in the table, depending on the axis * @CLUTTER_TABLE_ALIGNMENT_CENTER: Align the child to the center of * a cell in the table * @CLUTTER_TABLE_ALIGNMENT_END: Align the child to the bottom or to the * right of a cell in the table, depending on the axis * * The alignment policies available on each axis of the #ClutterTableLayout * * Since: 1.4 */ typedef enum { CLUTTER_TABLE_ALIGNMENT_START, CLUTTER_TABLE_ALIGNMENT_CENTER, CLUTTER_TABLE_ALIGNMENT_END } ClutterTableAlignment; /** * ClutterTextureFlags: * @CLUTTER_TEXTURE_NONE: No flags * @CLUTTER_TEXTURE_RGB_FLAG_BGR: FIXME * @CLUTTER_TEXTURE_RGB_FLAG_PREMULT: FIXME * @CLUTTER_TEXTURE_YUV_FLAG_YUV2: FIXME * * Flags for clutter_texture_set_from_rgb_data() and * clutter_texture_set_from_yuv_data(). * * Since: 0.4 */ typedef enum { /*< prefix=CLUTTER_TEXTURE >*/ CLUTTER_TEXTURE_NONE = 0, CLUTTER_TEXTURE_RGB_FLAG_BGR = 1 << 1, CLUTTER_TEXTURE_RGB_FLAG_PREMULT = 1 << 2, /* FIXME: not handled */ CLUTTER_TEXTURE_YUV_FLAG_YUV2 = 1 << 3 /* FIXME: add compressed types ? */ } ClutterTextureFlags; /** * ClutterTextureQuality: * @CLUTTER_TEXTURE_QUALITY_LOW: fastest rendering will use nearest neighbour * interpolation when rendering. good setting. * @CLUTTER_TEXTURE_QUALITY_MEDIUM: higher quality rendering without using * extra resources. * @CLUTTER_TEXTURE_QUALITY_HIGH: render the texture with the best quality * available using extra memory. * * Enumaration controlling the texture quality. * * Since: 0.8 */ typedef enum { /*< prefix=CLUTTER_TEXTURE_QUALITY >*/ CLUTTER_TEXTURE_QUALITY_LOW, CLUTTER_TEXTURE_QUALITY_MEDIUM, CLUTTER_TEXTURE_QUALITY_HIGH } ClutterTextureQuality; /** * ClutterTimelineDirection: * @CLUTTER_TIMELINE_FORWARD: forward direction for a timeline * @CLUTTER_TIMELINE_BACKWARD: backward direction for a timeline * * The direction of a #ClutterTimeline * * Since: 0.6 */ typedef enum { CLUTTER_TIMELINE_FORWARD, CLUTTER_TIMELINE_BACKWARD } ClutterTimelineDirection; /** * ClutterUnitType: * @CLUTTER_UNIT_PIXEL: Unit expressed in pixels (with subpixel precision) * @CLUTTER_UNIT_EM: Unit expressed in em * @CLUTTER_UNIT_MM: Unit expressed in millimeters * @CLUTTER_UNIT_POINT: Unit expressed in points * @CLUTTER_UNIT_CM: Unit expressed in centimeters * * The type of unit in which a value is expressed * * This enumeration might be expanded at later date * * Since: 1.0 */ typedef enum { /*< prefix=CLUTTER_UNIT >*/ CLUTTER_UNIT_PIXEL, CLUTTER_UNIT_EM, CLUTTER_UNIT_MM, CLUTTER_UNIT_POINT, CLUTTER_UNIT_CM } ClutterUnitType; #define CLUTTER_PATH_RELATIVE (32) /** * ClutterPathNodeType: * @CLUTTER_PATH_MOVE_TO: jump to the given position * @CLUTTER_PATH_LINE_TO: create a line from the last node to the * given position * @CLUTTER_PATH_CURVE_TO: bezier curve using the last position and * three control points. * @CLUTTER_PATH_CLOSE: create a line from the last node to the last * %CLUTTER_PATH_MOVE_TO node. * @CLUTTER_PATH_REL_MOVE_TO: same as %CLUTTER_PATH_MOVE_TO but with * coordinates relative to the last node. * @CLUTTER_PATH_REL_LINE_TO: same as %CLUTTER_PATH_LINE_TO but with * coordinates relative to the last node. * @CLUTTER_PATH_REL_CURVE_TO: same as %CLUTTER_PATH_CURVE_TO but with * coordinates relative to the last node. * * Types of nodes in a #ClutterPath. * * Since: 1.0 */ typedef enum { CLUTTER_PATH_MOVE_TO = 0, CLUTTER_PATH_LINE_TO = 1, CLUTTER_PATH_CURVE_TO = 2, CLUTTER_PATH_CLOSE = 3, CLUTTER_PATH_REL_MOVE_TO = CLUTTER_PATH_MOVE_TO | CLUTTER_PATH_RELATIVE, CLUTTER_PATH_REL_LINE_TO = CLUTTER_PATH_LINE_TO | CLUTTER_PATH_RELATIVE, CLUTTER_PATH_REL_CURVE_TO = CLUTTER_PATH_CURVE_TO | CLUTTER_PATH_RELATIVE } ClutterPathNodeType; /** * ClutterActorAlign: * @CLUTTER_ACTOR_ALIGN_FILL: Stretch to cover the whole allocated space * @CLUTTER_ACTOR_ALIGN_START: Snap to left or top side, leaving space * to the right or bottom. For horizontal layouts, in right-to-left * locales this should be reversed. * @CLUTTER_ACTOR_ALIGN_CENTER: Center the actor inside the allocation * @CLUTTER_ACTOR_ALIGN_END: Snap to right or bottom side, leaving space * to the left or top. For horizontal layouts, in right-to-left locales * this should be reversed. * * Controls how a #ClutterActor should align itself inside the extra space * assigned to it during the allocation. * * Alignment only matters if the allocated space given to an actor is * bigger than its natural size; for example, when the #ClutterActor:x-expand * or the #ClutterActor:y-expand properties of #ClutterActor are set to %TRUE. * * Since: 1.10 */ typedef enum { CLUTTER_ACTOR_ALIGN_FILL, CLUTTER_ACTOR_ALIGN_START, CLUTTER_ACTOR_ALIGN_CENTER, CLUTTER_ACTOR_ALIGN_END } ClutterActorAlign; /** * ClutterRepaintFlags: * @CLUTTER_REPAINT_FLAGS_PRE_PAINT: Run the repaint function prior to * painting the stages * @CLUTTER_REPAINT_FLAGS_POST_PAINT: Run the repaint function after * painting the stages * @CLUTTER_REPAINT_FLAGS_QUEUE_REDRAW_ON_ADD: Ensure that a new frame * is queued after adding the repaint function * * Flags to pass to clutter_threads_add_repaint_func_full(). * * Since: 1.10 */ typedef enum { CLUTTER_REPAINT_FLAGS_PRE_PAINT = 1 << 0, CLUTTER_REPAINT_FLAGS_POST_PAINT = 1 << 1, CLUTTER_REPAINT_FLAGS_QUEUE_REDRAW_ON_ADD = 1 << 2 } ClutterRepaintFlags; /** * ClutterContentGravity: * @CLUTTER_CONTENT_GRAVITY_TOP_LEFT: Align the content to the top left corner * @CLUTTER_CONTENT_GRAVITY_TOP: Align the content to the top edge * @CLUTTER_CONTENT_GRAVITY_TOP_RIGHT: Align the content to the top right corner * @CLUTTER_CONTENT_GRAVITY_LEFT: Align the content to the left edge * @CLUTTER_CONTENT_GRAVITY_CENTER: Align the content to the center * @CLUTTER_CONTENT_GRAVITY_RIGHT: Align the content to the right edge * @CLUTTER_CONTENT_GRAVITY_BOTTOM_LEFT: Align the content to the bottom left corner * @CLUTTER_CONTENT_GRAVITY_BOTTOM: Align the content to the bottom edge * @CLUTTER_CONTENT_GRAVITY_BOTTOM_RIGHT: Align the content to the bottom right corner * @CLUTTER_CONTENT_GRAVITY_RESIZE_FILL: Resize the content to fill the allocation * @CLUTTER_CONTENT_GRAVITY_RESIZE_ASPECT: Resize the content to remain within the * allocation, while maintaining the aspect ratio * * Controls the alignment of the #ClutterContent inside a #ClutterActor. * * Since: 1.10 */ typedef enum { CLUTTER_CONTENT_GRAVITY_TOP_LEFT, CLUTTER_CONTENT_GRAVITY_TOP, CLUTTER_CONTENT_GRAVITY_TOP_RIGHT, CLUTTER_CONTENT_GRAVITY_LEFT, CLUTTER_CONTENT_GRAVITY_CENTER, CLUTTER_CONTENT_GRAVITY_RIGHT, CLUTTER_CONTENT_GRAVITY_BOTTOM_LEFT, CLUTTER_CONTENT_GRAVITY_BOTTOM, CLUTTER_CONTENT_GRAVITY_BOTTOM_RIGHT, CLUTTER_CONTENT_GRAVITY_RESIZE_FILL, CLUTTER_CONTENT_GRAVITY_RESIZE_ASPECT } ClutterContentGravity; /** * ClutterScalingFilter: * @CLUTTER_SCALING_FILTER_LINEAR: Linear interpolation filter * @CLUTTER_SCALING_FILTER_NEAREST: Nearest neighbor interpolation filter * @CLUTTER_SCALING_FILTER_TRILINEAR: Trilinear minification filter, with * mipmap generation; this filter linearly interpolates on every axis, * as well as between mipmap levels. * * The scaling filters to be used with the #ClutterActor:minification-filter * and #ClutterActor:magnification-filter properties. * * Since: 1.10 */ typedef enum { CLUTTER_SCALING_FILTER_LINEAR, CLUTTER_SCALING_FILTER_NEAREST, CLUTTER_SCALING_FILTER_TRILINEAR } ClutterScalingFilter; /** * ClutterOrientation: * @CLUTTER_ORIENTATION_HORIZONTAL: An horizontal orientation * @CLUTTER_ORIENTATION_VERTICAL: A vertical orientation * * Represents the orientation of actors or layout managers. * * Since: 1.12 */ typedef enum { CLUTTER_ORIENTATION_HORIZONTAL, CLUTTER_ORIENTATION_VERTICAL } ClutterOrientation; G_END_DECLS #endif /* __CLUTTER_ENUMS_H__ */