/* * 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 . */ /** * SECTION:clutter-actor * @short_description: Base abstract class for all visual stage actors. * * #ClutterActor is a base abstract class for all visual elements on the * stage. Every object that must appear on the main #ClutterStage must also * be a #ClutterActor, either by using one of the classes provided by * Clutter, or by implementing a new #ClutterActor subclass. * * Every actor is a 2D surface positioned and optionally transformed * in 3D space. The actor is positioned relative to top left corner of * it parent with the childs origin being its anchor point (also top * left by default). * * * Actor bounding box and transformations * Any actor's 2D surface is contained inside its bounding box, * as described by the #ClutterActorBox structure: *
* Bounding box of an Actor * *
* The actor box represents the untransformed area occupied by an * actor. Each visible actor that has been put on a #ClutterStage also * has a transformed area, depending on the actual transformations * applied to it by the developer (scale, rotation). Tranforms will * also be applied to any child actors. Also applied to all actors by * the #ClutterStage is a perspective transformation. API is provided * for both tranformed and untransformed actor geometry information. * The GL 'modelview' transform matrix for the actor is constructed * from the actor settings by the following order of operations: * * Translation by actor x, y coords, * Translation by actor depth (z), * Scaling by scale_x, scale_y, * Rotation around z axis, * Rotation around y axis, * Rotation around x axis, * Negative translation by anchor point x, * y, * Rectangular Clip is applied (this is not an operation * on the matrix as such, but it is done as part of the transform set * up). * * An actor can either be explicitly sized and positioned, using the * various size and position accessors, like clutter_actor_set_x() or * clutter_actor_set_width(); or it can have a preferred width and * height, which then allows a layout manager to implicitly size and * position it by "allocating" an area for an actor. This allows for * actors to be manipulated in both a fixed (or static) parent container * (i.e. children of #ClutterGroup) and a more automatic (or dynamic) * layout based parent container. * When accessing the position and size of an actor, the simple * accessors like clutter_actor_get_width() and clutter_actor_get_x() * will return a value depending on whether the actor has been explicitly * sized and positioned by the developer or implicitly by the layout * manager. * Depending on whether you are querying an actor or implementing a * layout manager, you should either use the simple accessors or use the * size negotiation API. *
* * * Event Handling * Clutter actors are also able to receive input events and react to * them. Events are handled in the following ways: * * Actors emit pointer events if set reactive, see * clutter_actor_set_reactive() * The stage is always reactive * Events are handled by connecting signal handlers to * the numerous event signal types. * Event handlers must return %TRUE if they handled * the event and wish to block the event emission chain, or %FALSE * if the emission chain must continue * Keyboard events are emitted if actor has focus, see * clutter_stage_set_key_focus() * Motion events (motion, enter, leave) are not emitted * if clutter_set_motion_events_enabled() is called with %FALSE. * See clutter_set_motion_events_enabled() documentation for more * information. * Once emitted, an event emission chain has two * phases: capture and bubble. An emitted event starts in the capture * phase (see ClutterActor::captured-event) beginning at the stage and * traversing every child actor until the event source actor is reached. * The emission then enters the bubble phase, traversing back up the * chain via parents until it reaches the stage. Any event handler can * abort this chain by returning %TRUE (meaning "event handled"). * * Pointer events will 'pass through' non reactive * overlapping actors. * *
* Event flow in Clutter * *
* Every '?' box in the diagram above is an entry point for * application code. *
* * * Implementing a ClutterActor * For implementing a new custom actor class, please read the corresponding * section of the API reference. * * * * ClutterActor custom properties for #ClutterScript * #ClutterActor defines a custom "rotation" property which * allows a short-hand description of the rotations to be applied * to an actor. * The syntax of the "rotation" property is the following: * * * "rotation" : [ * { "<axis>" : [ <angle>, [ <center> ] ] } * ] * * * where the axis is the name of an enumeration * value of type #ClutterRotateAxis and angle is a * floating point value representing the rotation angle on the given axis, * in degrees. * The center array is optional, and if present * it must contain the center of rotation as described by two coordinates: * Y and Z for "x-axis"; X and Z for "y-axis"; and X and Y for * "z-axis". * #ClutterActor will also parse every positional and dimensional * property defined as a string through clutter_units_from_string(); you * should read the documentation for the #ClutterUnits parser format for * the valid units and syntax. * * * * Custom animatable properties * #ClutterActor allows accessing properties of #ClutterAction * and #ClutterConstraint instances associated to an actor instance * for animation purposes. * In order to access a specific #ClutterAction or a #ClutterConstraint * property it is necessary to set the #ClutterActorMeta:name property on the * given action or constraint. * The property can be accessed using the following syntax: * * * @<section>.<meta-name>.<property-name> * * * The initial @ is mandatory. * The section fragment can be one between * "actions", "constraints" and "effects". * The meta-name fragment is the name of the * action or constraint, as specified by the #ClutterActorMeta:name * property. * The property-name fragment is the name of the * action or constraint property to be animated. * * Animating a constraint property * The example below animates a #ClutterBindConstraint applied to an * actor using clutter_actor_animate(). The rect has * a binding constraint for the origin actor, and in * its initial state is fully transparent and overlapping the actor to * which is bound to. * * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_X, 0.0); * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-x"); * clutter_actor_add_constraint (rect, constraint); * * constraint = clutter_bind_constraint_new (origin, CLUTTER_BIND_Y, 0.0); * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), "bind-y"); * clutter_actor_add_constraint (rect, constraint); * * clutter_actor_set_reactive (rect, TRUE); * clutter_actor_set_opacity (rect, 0); * * g_signal_connect (rect, "button-press-event", * G_CALLBACK (on_button_press), * NULL); * * On button press, the rectangle "slides" from behind the actor to * which is bound to, using the #ClutterBindConstraint:offset property and * the #ClutterActor:opacity property. * * float new_offset = clutter_actor_get_width (origin) + h_padding; * * clutter_actor_animate (rect, CLUTTER_EASE_OUT_CUBIC, 500, * "opacity", 255, * "@constraints.bind-x.offset", new_offset, * NULL); * * * */ /** * CLUTTER_ACTOR_IS_MAPPED: * @a: a #ClutterActor * * Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set. * * Means "the actor will be painted if the stage is mapped." * * %TRUE if the actor is visible; and all parents with possible exception * of the stage are visible; and an ancestor of the actor is a toplevel. * * Clutter auto-maintains the mapped flag whenever actors are * reparented or shown/hidden. * * Since: 0.2 */ /** * CLUTTER_ACTOR_IS_REALIZED: * @a: a #ClutterActor * * Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set. * * The realized state has an actor-dependant interpretation. If an * actor wants to delay allocating resources until it is attached to a * stage, it may use the realize state to do so. However it is * perfectly acceptable for an actor to allocate Cogl resources before * being realized because there is only one GL context used by Clutter * so any resources will work on any stage. If an actor is mapped it * must also be realized, but an actor can be realized and unmapped * (this is so hiding an actor temporarily doesn't do an expensive * unrealize/realize). * * To be realized an actor must be inside a stage, and all its parents * must be realized. * * Since: 0.2 */ /** * CLUTTER_ACTOR_IS_VISIBLE: * @a: a #ClutterActor * * Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden. * Equivalent to the ClutterActor::visible object property. * * Note that an actor is only painted onscreen if it's mapped, which * means it's visible, and all its parents are visible, and one of the * parents is a toplevel stage. * * Since: 0.2 */ /** * CLUTTER_ACTOR_IS_REACTIVE: * @a: a #ClutterActor * * Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set. * * Only reactive actors will receive event-related signals. * * Since: 0.6 */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "cogl/cogl.h" #include "clutter-actor-private.h" #include "clutter-action.h" #include "clutter-actor-meta-private.h" #include "clutter-animatable.h" #include "clutter-behaviour.h" #include "clutter-constraint.h" #include "clutter-container.h" #include "clutter-debug.h" #include "clutter-effect-private.h" #include "clutter-enum-types.h" #include "clutter-main.h" #include "clutter-marshal.h" #include "clutter-paint-volume-private.h" #include "clutter-private.h" #include "clutter-profile.h" #include "clutter-scriptable.h" #include "clutter-script-private.h" #include "clutter-shader.h" #include "clutter-stage-private.h" #include "clutter-units.h" typedef struct _ShaderData ShaderData; typedef struct _AnchorCoord AnchorCoord; #define CLUTTER_ACTOR_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate)) /* Internal helper struct to represent a point that can be stored in either direct pixel coordinates or as a fraction of the actor's size. It is used for the anchor point, scale center and rotation centers. */ struct _AnchorCoord { gboolean is_fractional; union { /* Used when is_fractional == TRUE */ struct { gdouble x; gdouble y; } fraction; /* Use when is_fractional == FALSE */ ClutterVertex units; } v; }; /* 3 entries should be a good compromise, few layout managers * will ask for 3 different preferred size in each allocation cycle */ #define N_CACHED_SIZE_REQUESTS 3 typedef struct _SizeRequest SizeRequest; struct _SizeRequest { guint age; gfloat for_size; gfloat min_size; gfloat natural_size; }; /* Internal enum used to control mapped state update. This is a hint * which indicates when to do something other than just enforce * invariants. */ typedef enum { MAP_STATE_CHECK, /* just enforce invariants. */ MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants, * used when about to unparent. */ MAP_STATE_MAKE_MAPPED, /* set mapped, error if invariants not met; * used to set mapped on toplevels. */ MAP_STATE_MAKE_UNMAPPED /* set unmapped, even if parent is mapped, * used just before unmapping parent. */ } MapStateChange; struct _ClutterActorPrivate { /* fixed_x, fixed_y, and the allocation box are all in parent * coordinates. */ gfloat fixed_x; gfloat fixed_y; /* request mode */ ClutterRequestMode request_mode; /* our cached size requests for different width / height */ SizeRequest width_requests[N_CACHED_SIZE_REQUESTS]; SizeRequest height_requests[N_CACHED_SIZE_REQUESTS]; /* An age of 0 means the entry is not set */ guint cached_height_age; guint cached_width_age; gfloat request_min_width; gfloat request_min_height; gfloat request_natural_width; gfloat request_natural_height; ClutterActorBox allocation; ClutterAllocationFlags allocation_flags; guint position_set : 1; guint min_width_set : 1; guint min_height_set : 1; guint natural_width_set : 1; guint natural_height_set : 1; /* cached request is invalid (implies allocation is too) */ guint needs_width_request : 1; /* cached request is invalid (implies allocation is too) */ guint needs_height_request : 1; /* cached allocation is invalid (request has changed, probably) */ guint needs_allocation : 1; guint show_on_set_parent : 1; guint has_clip : 1; guint clip_to_allocation : 1; guint enable_model_view_transform : 1; guint enable_paint_unmapped : 1; guint has_pointer : 1; guint propagated_one_redraw : 1; guint paint_volume_valid : 1; guint last_paint_volume_valid : 1; guint in_clone_paint : 1; guint transform_valid : 1; gfloat clip[4]; /* Rotation angles */ gdouble rxang; gdouble ryang; gdouble rzang; /* Rotation center: X axis */ AnchorCoord rx_center; /* Rotation center: Y axis */ AnchorCoord ry_center; /* Rotation center: Z axis */ AnchorCoord rz_center; /* Anchor point coordinates */ AnchorCoord anchor; /* depth */ gfloat z; CoglMatrix transform; guint8 opacity; gint opacity_override; ClutterActor *parent_actor; GList *children; gint n_children; gchar *name; guint32 id; /* Unique ID */ gdouble scale_x; gdouble scale_y; AnchorCoord scale_center; PangoContext *pango_context; ClutterTextDirection text_direction; gint internal_child; /* XXX: This is a workaround for not being able to break the ABI * of the QUEUE_REDRAW signal. It's an out-of-band argument. * See clutter_actor_queue_clipped_redraw() for details. */ ClutterPaintVolume *oob_queue_redraw_clip; ClutterMetaGroup *actions; ClutterMetaGroup *constraints; ClutterMetaGroup *effects; /* used when painting, to update the paint volume */ ClutterActorMeta *current_effect; ClutterPaintVolume paint_volume; /* NB: This volume isn't relative to this actor, it is in eye * coordinates so that it can remain valid after the actor changes. */ ClutterPaintVolume last_paint_volume; ClutterStageQueueRedrawEntry *queue_redraw_entry; }; enum { PROP_0, PROP_NAME, /* X, Y, WIDTH, HEIGHT are "do what I mean" properties; * when set they force a size request, when gotten they * get the allocation if the allocation is valid, and the * request otherwise */ PROP_X, PROP_Y, PROP_WIDTH, PROP_HEIGHT, /* Then the rest of these size-related properties are the "actual" * underlying properties set or gotten by X, Y, WIDTH, HEIGHT */ PROP_FIXED_X, PROP_FIXED_Y, PROP_FIXED_POSITION_SET, PROP_MIN_WIDTH, PROP_MIN_WIDTH_SET, PROP_MIN_HEIGHT, PROP_MIN_HEIGHT_SET, PROP_NATURAL_WIDTH, PROP_NATURAL_WIDTH_SET, PROP_NATURAL_HEIGHT, PROP_NATURAL_HEIGHT_SET, PROP_REQUEST_MODE, /* Allocation properties are read-only */ PROP_ALLOCATION, PROP_DEPTH, PROP_CLIP, PROP_HAS_CLIP, PROP_CLIP_TO_ALLOCATION, PROP_OPACITY, PROP_VISIBLE, PROP_MAPPED, PROP_REALIZED, PROP_REACTIVE, PROP_SCALE_X, PROP_SCALE_Y, PROP_SCALE_CENTER_X, PROP_SCALE_CENTER_Y, PROP_SCALE_GRAVITY, PROP_ROTATION_ANGLE_X, PROP_ROTATION_ANGLE_Y, PROP_ROTATION_ANGLE_Z, PROP_ROTATION_CENTER_X, PROP_ROTATION_CENTER_Y, PROP_ROTATION_CENTER_Z, /* This property only makes sense for the z rotation because the others would depend on the actor having a size along the z-axis */ PROP_ROTATION_CENTER_Z_GRAVITY, PROP_ANCHOR_X, PROP_ANCHOR_Y, PROP_ANCHOR_GRAVITY, PROP_SHOW_ON_SET_PARENT, PROP_TEXT_DIRECTION, PROP_HAS_POINTER, PROP_ACTIONS, PROP_CONSTRAINTS, PROP_EFFECT, PROP_LAST }; static GParamSpec *obj_props[PROP_LAST]; enum { SHOW, HIDE, DESTROY, PARENT_SET, KEY_FOCUS_IN, KEY_FOCUS_OUT, PAINT, PICK, REALIZE, UNREALIZE, QUEUE_REDRAW, QUEUE_RELAYOUT, EVENT, CAPTURED_EVENT, BUTTON_PRESS_EVENT, BUTTON_RELEASE_EVENT, SCROLL_EVENT, KEY_PRESS_EVENT, KEY_RELEASE_EVENT, MOTION_EVENT, ENTER_EVENT, LEAVE_EVENT, ALLOCATION_CHANGED, LAST_SIGNAL }; static guint actor_signals[LAST_SIGNAL] = { 0, }; static void clutter_scriptable_iface_init (ClutterScriptableIface *iface); static void clutter_animatable_iface_init (ClutterAnimatableIface *iface); static void atk_implementor_iface_init (AtkImplementorIface *iface); static void clutter_actor_shader_pre_paint (ClutterActor *actor, gboolean repeat); static void clutter_actor_shader_post_paint (ClutterActor *actor); /* These setters are all static for now, maybe they should be in the * public API, but they are perhaps obscure enough to leave only as * properties */ static void clutter_actor_set_min_width (ClutterActor *self, gfloat min_width); static void clutter_actor_set_min_height (ClutterActor *self, gfloat min_height); static void clutter_actor_set_natural_width (ClutterActor *self, gfloat natural_width); static void clutter_actor_set_natural_height (ClutterActor *self, gfloat natural_height); static void clutter_actor_set_min_width_set (ClutterActor *self, gboolean use_min_width); static void clutter_actor_set_min_height_set (ClutterActor *self, gboolean use_min_height); static void clutter_actor_set_natural_width_set (ClutterActor *self, gboolean use_natural_width); static void clutter_actor_set_natural_height_set (ClutterActor *self, gboolean use_natural_height); static void clutter_actor_update_map_state (ClutterActor *self, MapStateChange change); static void clutter_actor_unrealize_not_hiding (ClutterActor *self); /* Helper routines for managing anchor coords */ static void clutter_anchor_coord_get_units (ClutterActor *self, const AnchorCoord *coord, gfloat *x, gfloat *y, gfloat *z); static void clutter_anchor_coord_set_units (AnchorCoord *coord, gfloat x, gfloat y, gfloat z); static ClutterGravity clutter_anchor_coord_get_gravity (AnchorCoord *coord); static void clutter_anchor_coord_set_gravity (AnchorCoord *coord, ClutterGravity gravity); static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord); static void _clutter_actor_queue_only_relayout (ClutterActor *self); static void _clutter_actor_get_relative_modelview (ClutterActor *self, ClutterActor *ancestor, CoglMatrix *matrix); static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor *self); /* Helper macro which translates by the anchor coord, applies the given transformation and then translates back */ #define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform) G_STMT_START { \ gfloat _tx, _ty, _tz; \ clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz); \ cogl_matrix_translate ((m), _tx, _ty, _tz); \ { _transform; } \ cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END static GQuark quark_shader_data = 0; G_DEFINE_ABSTRACT_TYPE_WITH_CODE (ClutterActor, clutter_actor, G_TYPE_INITIALLY_UNOWNED, G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE, clutter_scriptable_iface_init) G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_ANIMATABLE, clutter_animatable_iface_init) G_IMPLEMENT_INTERFACE (ATK_TYPE_IMPLEMENTOR, atk_implementor_iface_init)); G_CONST_RETURN gchar * _clutter_actor_get_debug_name (ClutterActor *actor) { return actor->priv->name != NULL ? actor->priv->name : G_OBJECT_TYPE_NAME (actor); } #ifdef CLUTTER_ENABLE_DEBUG /* XXX - this is for debugging only, remove once working (or leave * in only in some debug mode). Should leave it for a little while * until we're confident in the new map/realize/visible handling. */ static inline void clutter_actor_verify_map_state (ClutterActor *self) { ClutterActorPrivate *priv = self->priv; if (CLUTTER_ACTOR_IS_REALIZED (self)) { /* all bets are off during reparent when we're potentially realized, * but should not be according to invariants */ if (!CLUTTER_ACTOR_IN_REPARENT (self)) { if (priv->parent_actor == NULL) { if (CLUTTER_ACTOR_IS_TOPLEVEL (self)) { } else g_warning ("Realized non-toplevel actor '%s' should " "have a parent", _clutter_actor_get_debug_name (self)); } else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent_actor)) { g_warning ("Realized actor %s has an unrealized parent %s", _clutter_actor_get_debug_name (self), _clutter_actor_get_debug_name (priv->parent_actor)); } } } if (CLUTTER_ACTOR_IS_MAPPED (self)) { if (!CLUTTER_ACTOR_IS_REALIZED (self)) g_warning ("Actor '%s' is mapped but not realized", _clutter_actor_get_debug_name (self)); /* remaining bets are off during reparent when we're potentially * mapped, but should not be according to invariants */ if (!CLUTTER_ACTOR_IN_REPARENT (self)) { if (priv->parent_actor == NULL) { if (CLUTTER_ACTOR_IS_TOPLEVEL (self)) { if (!CLUTTER_ACTOR_IS_VISIBLE (self) && !CLUTTER_ACTOR_IN_DESTRUCTION (self)) { g_warning ("Toplevel actor '%s' is mapped " "but not visible", _clutter_actor_get_debug_name (self)); } } else { g_warning ("Mapped actor '%s' should have a parent", _clutter_actor_get_debug_name (self)); } } else { ClutterActor *iter = self; /* check for the enable_paint_unmapped flag on the actor * and parents; if the flag is enabled at any point of this * branch of the scene graph then all the later checks * become pointless */ while (iter != NULL) { if (iter->priv->enable_paint_unmapped) return; iter = iter->priv->parent_actor; } if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent_actor)) { g_warning ("Actor '%s' should not be mapped if parent '%s'" "is not visible", _clutter_actor_get_debug_name (self), _clutter_actor_get_debug_name (priv->parent_actor)); } if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent_actor)) { g_warning ("Actor '%s' should not be mapped if parent '%s'" "is not realized", _clutter_actor_get_debug_name (self), _clutter_actor_get_debug_name (priv->parent_actor)); } if (!CLUTTER_ACTOR_IS_TOPLEVEL (priv->parent_actor)) { if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent_actor)) g_warning ("Actor '%s' is mapped but its non-toplevel " "parent '%s' is not mapped", _clutter_actor_get_debug_name (self), _clutter_actor_get_debug_name (priv->parent_actor)); } } } } } #endif /* CLUTTER_ENABLE_DEBUG */ static void clutter_actor_set_mapped (ClutterActor *self, gboolean mapped) { if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped) return; if (mapped) { CLUTTER_ACTOR_GET_CLASS (self)->map (self); g_assert (CLUTTER_ACTOR_IS_MAPPED (self)); } else { CLUTTER_ACTOR_GET_CLASS (self)->unmap (self); g_assert (!CLUTTER_ACTOR_IS_MAPPED (self)); } } /* this function updates the mapped and realized states according to * invariants, in the appropriate order. */ static void clutter_actor_update_map_state (ClutterActor *self, MapStateChange change) { gboolean was_mapped; was_mapped = CLUTTER_ACTOR_IS_MAPPED (self); if (CLUTTER_ACTOR_IS_TOPLEVEL (self)) { /* the mapped flag on top-level actors must be set by the * per-backend implementation because it might be asynchronous. * * That is, the MAPPED flag on toplevels currently tracks the X * server mapped-ness of the window, while the expected behavior * (if used to GTK) may be to track WM_STATE!=WithdrawnState. * This creates some weird complexity by breaking the invariant * that if we're visible and all ancestors shown then we are * also mapped - instead, we are mapped if all ancestors * _possibly excepting_ the stage are mapped. The stage * will map/unmap for example when it is minimized or * moved to another workspace. * * So, the only invariant on the stage is that if visible it * should be realized, and that it has to be visible to be * mapped. */ if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_realize (self); switch (change) { case MAP_STATE_CHECK: break; case MAP_STATE_MAKE_MAPPED: g_assert (!was_mapped); clutter_actor_set_mapped (self, TRUE); break; case MAP_STATE_MAKE_UNMAPPED: g_assert (was_mapped); clutter_actor_set_mapped (self, FALSE); break; case MAP_STATE_MAKE_UNREALIZED: /* we only use MAKE_UNREALIZED in unparent, * and unparenting a stage isn't possible. * If someone wants to just unrealize a stage * then clutter_actor_unrealize() doesn't * go through this codepath. */ g_warning ("Trying to force unrealize stage is not allowed"); break; } if (CLUTTER_ACTOR_IS_MAPPED (self) && !CLUTTER_ACTOR_IS_VISIBLE (self) && !CLUTTER_ACTOR_IN_DESTRUCTION (self)) { g_warning ("Clutter toplevel of type '%s' is not visible, but " "it is somehow still mapped", G_OBJECT_TYPE_NAME (self)); } } else { ClutterActorPrivate *priv = self->priv; ClutterActor *parent = priv->parent_actor; gboolean should_be_mapped; gboolean may_be_realized; gboolean must_be_realized; should_be_mapped = FALSE; may_be_realized = TRUE; must_be_realized = FALSE; if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED) { may_be_realized = FALSE; } else { /* Maintain invariant that if parent is mapped, and we are * visible, then we are mapped ... unless parent is a * stage, in which case we map regardless of parent's map * state but do require stage to be visible and realized. * * If parent is realized, that does not force us to be * realized; but if parent is unrealized, that does force * us to be unrealized. * * The reason we don't force children to realize with * parents is _clutter_actor_rerealize(); if we require that * a realized parent means children are realized, then to * unrealize an actor we would have to unrealize its * parents, which would end up meaning unrealizing and * hiding the entire stage. So we allow unrealizing a * child (as long as that child is not mapped) while that * child still has a realized parent. * * Also, if we unrealize from leaf nodes to root, and * realize from root to leaf, the invariants are never * violated if we allow children to be unrealized * while parents are realized. * * When unmapping, MAP_STATE_MAKE_UNMAPPED is specified * to force us to unmap, even though parent is still * mapped. This is because we're unmapping from leaf nodes * up to root nodes. */ if (CLUTTER_ACTOR_IS_VISIBLE (self) && change != MAP_STATE_MAKE_UNMAPPED) { gboolean parent_is_visible_realized_toplevel; parent_is_visible_realized_toplevel = (CLUTTER_ACTOR_IS_TOPLEVEL (parent) && CLUTTER_ACTOR_IS_VISIBLE (parent) && CLUTTER_ACTOR_IS_REALIZED (parent)); if (CLUTTER_ACTOR_IS_MAPPED (parent) || parent_is_visible_realized_toplevel) { must_be_realized = TRUE; should_be_mapped = TRUE; } } /* if the actor has been set to be painted even if unmapped * then we should map it and check for realization as well; * this is an override for the branch of the scene graph * which begins with this node */ if (priv->enable_paint_unmapped) { if (priv->parent_actor == NULL) g_warning ("Attempting to map an unparented actor '%s'", _clutter_actor_get_debug_name (self)); should_be_mapped = TRUE; must_be_realized = TRUE; } if (!CLUTTER_ACTOR_IS_REALIZED (parent)) may_be_realized = FALSE; } if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped) { if (parent == NULL) g_warning ("Attempting to map a child that does not " "meet the necessary invariants: the actor '%s' " "has no parent", _clutter_actor_get_debug_name (self)); else g_warning ("Attempting to map a child that does not " "meet the necessary invariants: the actor '%s' " "is parented to an unmapped actor '%s'", _clutter_actor_get_debug_name (self), _clutter_actor_get_debug_name (priv->parent_actor)); } /* If in reparent, we temporarily suspend unmap and unrealize. * * We want to go in the order "realize, map" and "unmap, unrealize" */ /* Unmap */ if (!should_be_mapped && !CLUTTER_ACTOR_IN_REPARENT (self)) clutter_actor_set_mapped (self, FALSE); /* Realize */ if (must_be_realized) clutter_actor_realize (self); /* if we must be realized then we may be, presumably */ g_assert (!(must_be_realized && !may_be_realized)); /* Unrealize */ if (!may_be_realized && !CLUTTER_ACTOR_IN_REPARENT (self)) clutter_actor_unrealize_not_hiding (self); /* Map */ if (should_be_mapped) { if (!must_be_realized) g_warning ("Somehow we think actor '%s' should be mapped but " "not realized, which isn't allowed", _clutter_actor_get_debug_name (self)); /* realization is allowed to fail (though I don't know what * an app is supposed to do about that - shouldn't it just * be a g_error? anyway, we have to avoid mapping if this * happens) */ if (CLUTTER_ACTOR_IS_REALIZED (self)) clutter_actor_set_mapped (self, TRUE); } } #ifdef CLUTTER_ENABLE_DEBUG /* check all invariants were kept */ clutter_actor_verify_map_state (self); #endif } static void clutter_actor_real_map (ClutterActor *self) { GList *c; g_assert (!CLUTTER_ACTOR_IS_MAPPED (self)); CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED); /* notify on parent mapped before potentially mapping * children, so apps see a top-down notification. */ g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]); for (c = self->priv->children; c; c = c->next) { ClutterActor *child = c->data; clutter_actor_map (child); } } /** * clutter_actor_map: * @self: A #ClutterActor * * Sets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps * and realizes its children if they are visible. Does nothing if the * actor is not visible. * * Calling this is allowed in only one case: you are implementing the * #ClutterActor map() virtual function in an actor * and you need to map the children of that actor. It is not necessary * to call this if you implement #ClutterContainer because the default * implementation will automatically map children of containers. * * When overriding map, it is mandatory to chain up to the parent * implementation. * * Since: 1.0 */ void clutter_actor_map (ClutterActor *self) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (CLUTTER_ACTOR_IS_MAPPED (self)) return; if (!CLUTTER_ACTOR_IS_VISIBLE (self)) return; clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED); } static void clutter_actor_real_unmap (ClutterActor *self) { GList *c; g_assert (CLUTTER_ACTOR_IS_MAPPED (self)); for (c = self->priv->children; c; c = c->next) { ClutterActor *child = c->data; clutter_actor_unmap (child); } CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED); /* clear the contents of the last paint volume, so that hiding + moving + * showing will not result in the wrong area being repainted */ _clutter_paint_volume_init_static (&self->priv->last_paint_volume, NULL); self->priv->last_paint_volume_valid = TRUE; /* notify on parent mapped after potentially unmapping * children, so apps see a bottom-up notification. */ g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MAPPED]); /* relinquish keyboard focus if we were unmapped while owning it */ if (!CLUTTER_ACTOR_IS_TOPLEVEL (self)) { ClutterActor *stage; stage = _clutter_actor_get_stage_internal (self); if (stage != NULL && clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self) { clutter_stage_set_key_focus (CLUTTER_STAGE (stage), NULL); } } } /** * clutter_actor_unmap: * @self: A #ClutterActor * * Unsets the %CLUTTER_ACTOR_MAPPED flag on the actor and possibly * unmaps its children if they were mapped. * * Calling this is allowed in only one case: you are implementing the * #ClutterActor unmap() virtual function in an actor * and you need to unmap the children of that actor. It is not necessary * to call this if you implement #ClutterContainer because the default * implementation will automatically unmap children of containers. * * When overriding unmap, it is mandatory to chain up to the parent * implementation. * * Since: 1.0 */ void clutter_actor_unmap (ClutterActor *self) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (!CLUTTER_ACTOR_IS_MAPPED (self)) return; clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED); } static void clutter_actor_real_show (ClutterActor *self) { if (!CLUTTER_ACTOR_IS_VISIBLE (self)) { ClutterActorPrivate *priv = self->priv; CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE); /* we notify on the "visible" flag in the clutter_actor_show() * wrapper so the entire show signal emission completes first * (?) */ clutter_actor_update_map_state (self, MAP_STATE_CHECK); /* we queue a relayout unless the actor is inside a * container that explicitly told us not to */ if (priv->parent_actor && (!(priv->parent_actor->flags & CLUTTER_ACTOR_NO_LAYOUT))) { /* While an actor is hidden the parent may not have * allocated/requested so we need to start from scratch * and avoid the short-circuiting in * clutter_actor_queue_relayout(). */ priv->needs_width_request = FALSE; priv->needs_height_request = FALSE; priv->needs_allocation = FALSE; clutter_actor_queue_relayout (self); } } } static inline void set_show_on_set_parent (ClutterActor *self, gboolean set_show) { ClutterActorPrivate *priv = self->priv; set_show = !!set_show; if (priv->show_on_set_parent == set_show) return; if (priv->parent_actor == NULL) { priv->show_on_set_parent = set_show; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_SHOW_ON_SET_PARENT]); } } /** * clutter_actor_show: * @self: A #ClutterActor * * Flags an actor to be displayed. An actor that isn't shown will not * be rendered on the stage. * * Actors are visible by default. * * If this function is called on an actor without a parent, the * #ClutterActor:show-on-set-parent will be set to %TRUE as a side * effect. */ void clutter_actor_show (ClutterActor *self) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); /* simple optimization */ if (CLUTTER_ACTOR_IS_VISIBLE (self)) { /* we still need to set the :show-on-set-parent property, in * case show() is called on an unparented actor */ set_show_on_set_parent (self, TRUE); return; } #ifdef CLUTTER_ENABLE_DEBUG clutter_actor_verify_map_state (self); #endif priv = self->priv; g_object_freeze_notify (G_OBJECT (self)); set_show_on_set_parent (self, TRUE); g_signal_emit (self, actor_signals[SHOW], 0); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]); if (priv->parent_actor) clutter_actor_queue_redraw (priv->parent_actor); g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_show_all: * @self: a #ClutterActor * * Calls clutter_actor_show() on all children of an actor (if any). * * Since: 0.2 */ void clutter_actor_show_all (ClutterActor *self) { ClutterActorClass *klass; g_return_if_fail (CLUTTER_IS_ACTOR (self)); klass = CLUTTER_ACTOR_GET_CLASS (self); if (klass->show_all) klass->show_all (self); } void clutter_actor_real_hide (ClutterActor *self) { if (CLUTTER_ACTOR_IS_VISIBLE (self)) { ClutterActorPrivate *priv = self->priv; CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE); /* we notify on the "visible" flag in the clutter_actor_hide() * wrapper so the entire hide signal emission completes first * (?) */ clutter_actor_update_map_state (self, MAP_STATE_CHECK); /* we queue a relayout unless the actor is inside a * container that explicitly told us not to */ if (priv->parent_actor && (!(priv->parent_actor->flags & CLUTTER_ACTOR_NO_LAYOUT))) clutter_actor_queue_relayout (priv->parent_actor); } } /** * clutter_actor_hide: * @self: A #ClutterActor * * Flags an actor to be hidden. A hidden actor will not be * rendered on the stage. * * Actors are visible by default. * * If this function is called on an actor without a parent, the * #ClutterActor:show-on-set-parent property will be set to %FALSE * as a side-effect. */ void clutter_actor_hide (ClutterActor *self) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); /* simple optimization */ if (!CLUTTER_ACTOR_IS_VISIBLE (self)) { /* we still need to set the :show-on-set-parent property, in * case hide() is called on an unparented actor */ set_show_on_set_parent (self, FALSE); return; } #ifdef CLUTTER_ENABLE_DEBUG clutter_actor_verify_map_state (self); #endif priv = self->priv; g_object_freeze_notify (G_OBJECT (self)); set_show_on_set_parent (self, FALSE); g_signal_emit (self, actor_signals[HIDE], 0); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_VISIBLE]); if (priv->parent_actor) clutter_actor_queue_redraw (priv->parent_actor); g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_hide_all: * @self: a #ClutterActor * * Calls clutter_actor_hide() on all child actors (if any). * * Since: 0.2 */ void clutter_actor_hide_all (ClutterActor *self) { ClutterActorClass *klass; g_return_if_fail (CLUTTER_IS_ACTOR (self)); klass = CLUTTER_ACTOR_GET_CLASS (self); if (klass->hide_all) klass->hide_all (self); } /** * clutter_actor_realize: * @self: A #ClutterActor * * Realization informs the actor that it is attached to a stage. It * can use this to allocate resources if it wanted to delay allocation * until it would be rendered. However it is perfectly acceptable for * an actor to create resources before being realized because Clutter * only ever has a single rendering context so that actor is free to * be moved from one stage to another. * * This function does nothing if the actor is already realized. * * Because a realized actor must have realized parent actors, calling * clutter_actor_realize() will also realize all parents of the actor. * * This function does not realize child actors, except in the special * case that realizing the stage, when the stage is visible, will * suddenly map (and thus realize) the children of the stage. **/ void clutter_actor_realize (ClutterActor *self) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; #ifdef CLUTTER_ENABLE_DEBUG clutter_actor_verify_map_state (self); #endif if (CLUTTER_ACTOR_IS_REALIZED (self)) return; /* To be realized, our parent actors must be realized first. * This will only succeed if we're inside a toplevel. */ if (priv->parent_actor != NULL) clutter_actor_realize (priv->parent_actor); if (CLUTTER_ACTOR_IS_TOPLEVEL (self)) { /* toplevels can be realized at any time */ } else { /* "Fail" the realization if parent is missing or unrealized; * this should really be a g_warning() not some kind of runtime * failure; how can an app possibly recover? Instead it's a bug * in the app and the app should get an explanatory warning so * someone can fix it. But for now it's too hard to fix this * because e.g. ClutterTexture needs reworking. */ if (priv->parent_actor == NULL || !CLUTTER_ACTOR_IS_REALIZED (priv->parent_actor)) return; } CLUTTER_NOTE (ACTOR, "Realizing actor '%s'", _clutter_actor_get_debug_name (self)); CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]); g_signal_emit (self, actor_signals[REALIZE], 0); /* Stage actor is allowed to unset the realized flag again in its * default signal handler, though that is a pathological situation. */ /* If realization "failed" we'll have to update child state. */ clutter_actor_update_map_state (self, MAP_STATE_CHECK); } void clutter_actor_real_unrealize (ClutterActor *self) { /* we must be unmapped (implying our children are also unmapped) */ g_assert (!CLUTTER_ACTOR_IS_MAPPED (self)); } /** * clutter_actor_unrealize: * @self: A #ClutterActor * * Unrealization informs the actor that it may be being destroyed or * moved to another stage. The actor may want to destroy any * underlying graphics resources at this point. However it is * perfectly acceptable for it to retain the resources until the actor * is destroyed because Clutter only ever uses a single rendering * context and all of the graphics resources are valid on any stage. * * Because mapped actors must be realized, actors may not be * unrealized if they are mapped. This function hides the actor to be * sure it isn't mapped, an application-visible side effect that you * may not be expecting. * * This function should not be called by application code. */ void clutter_actor_unrealize (ClutterActor *self) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self)); /* This function should not really be in the public API, because * there isn't a good reason to call it. ClutterActor will already * unrealize things for you when it's important to do so. * * If you were using clutter_actor_unrealize() in a dispose * implementation, then don't, just chain up to ClutterActor's * dispose. * * If you were using clutter_actor_unrealize() to implement * unrealizing children of your container, then don't, ClutterActor * will already take care of that. * * If you were using clutter_actor_unrealize() to re-realize to * create your resources in a different way, then use * _clutter_actor_rerealize() (inside Clutter) or just call your * code that recreates your resources directly (outside Clutter). */ #ifdef CLUTTER_ENABLE_DEBUG clutter_actor_verify_map_state (self); #endif clutter_actor_hide (self); clutter_actor_unrealize_not_hiding (self); } static ClutterActorTraverseVisitFlags unrealize_actor_before_children_cb (ClutterActor *self, int depth, void *user_data) { /* If an actor is already unrealized we know its children have also * already been unrealized... */ if (!CLUTTER_ACTOR_IS_REALIZED (self)) return CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN; g_signal_emit (self, actor_signals[UNREALIZE], 0); return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE; } static ClutterActorTraverseVisitFlags unrealize_actor_after_children_cb (ClutterActor *self, int depth, void *user_data) { /* We want to unset the realized flag only _after_ * child actors are unrealized, to maintain invariants. */ CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REALIZED]); return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE; } /* * clutter_actor_unrealize_not_hiding: * @self: A #ClutterActor * * Unrealization informs the actor that it may be being destroyed or * moved to another stage. The actor may want to destroy any * underlying graphics resources at this point. However it is * perfectly acceptable for it to retain the resources until the actor * is destroyed because Clutter only ever uses a single rendering * context and all of the graphics resources are valid on any stage. * * Because mapped actors must be realized, actors may not be * unrealized if they are mapped. You must hide the actor or one of * its parents before attempting to unrealize. * * This function is separate from clutter_actor_unrealize() because it * does not automatically hide the actor. * Actors need not be hidden to be unrealized, they just need to * be unmapped. In fact we don't want to mess up the application's * setting of the "visible" flag, so hiding is very undesirable. * * clutter_actor_unrealize() does a clutter_actor_hide() just for * backward compatibility. */ static void clutter_actor_unrealize_not_hiding (ClutterActor *self) { _clutter_actor_traverse (self, CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST, unrealize_actor_before_children_cb, unrealize_actor_after_children_cb, NULL); } /* * _clutter_actor_rerealize: * @self: A #ClutterActor * @callback: Function to call while unrealized * @data: data for callback * * If an actor is already unrealized, this just calls the callback. * * If it is realized, it unrealizes temporarily, calls the callback, * and then re-realizes the actor. * * As a side effect, leaves all children of the actor unrealized if * the actor was realized but not showing. This is because when we * unrealize the actor temporarily we must unrealize its children * (e.g. children of a stage can't be realized if stage window is * gone). And we aren't clever enough to save the realization state of * all children. In most cases this should not matter, because * the children will automatically realize when they next become mapped. */ void _clutter_actor_rerealize (ClutterActor *self, ClutterCallback callback, void *data) { gboolean was_mapped; gboolean was_showing; gboolean was_realized; g_return_if_fail (CLUTTER_IS_ACTOR (self)); #ifdef CLUTTER_ENABLE_DEBUG clutter_actor_verify_map_state (self); #endif was_realized = CLUTTER_ACTOR_IS_REALIZED (self); was_mapped = CLUTTER_ACTOR_IS_MAPPED (self); was_showing = CLUTTER_ACTOR_IS_VISIBLE (self); /* Must be unmapped to unrealize. Note we only have to hide this * actor if it was mapped (if all parents were showing). If actor * is merely visible (but not mapped), then that's fine, we can * leave it visible. */ if (was_mapped) clutter_actor_hide (self); g_assert (!CLUTTER_ACTOR_IS_MAPPED (self)); /* unrealize self and all children */ clutter_actor_unrealize_not_hiding (self); if (callback != NULL) { (* callback) (self, data); } if (was_showing) clutter_actor_show (self); /* will realize only if mapping implies it */ else if (was_realized) clutter_actor_realize (self); /* realize self and all parents */ } static void clutter_actor_real_pick (ClutterActor *self, const ClutterColor *color) { /* the default implementation is just to paint a rectangle * with the same size of the actor using the passed color */ if (clutter_actor_should_pick_paint (self)) { ClutterActorBox box = { 0, }; float width, height; clutter_actor_get_allocation_box (self, &box); width = box.x2 - box.x1; height = box.y2 - box.y1; cogl_set_source_color4ub (color->red, color->green, color->blue, color->alpha); cogl_rectangle (0, 0, width, height); } } /** * clutter_actor_should_pick_paint: * @self: A #ClutterActor * * Should be called inside the implementation of the * #ClutterActor::pick virtual function in order to check whether * the actor should paint itself in pick mode or not. * * This function should never be called directly by applications. * * Return value: %TRUE if the actor should paint its silhouette, * %FALSE otherwise */ gboolean clutter_actor_should_pick_paint (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); if (CLUTTER_ACTOR_IS_MAPPED (self) && (_clutter_context_get_pick_mode () == CLUTTER_PICK_ALL || CLUTTER_ACTOR_IS_REACTIVE (self))) return TRUE; return FALSE; } static void clutter_actor_real_get_preferred_width (ClutterActor *self, gfloat for_height, gfloat *min_width_p, gfloat *natural_width_p) { /* Default implementation is always 0x0, usually an actor * using this default is relying on someone to set the * request manually */ CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0"); if (min_width_p) *min_width_p = 0; if (natural_width_p) *natural_width_p = 0; } static void clutter_actor_real_get_preferred_height (ClutterActor *self, gfloat for_width, gfloat *min_height_p, gfloat *natural_height_p) { /* Default implementation is always 0x0, usually an actor * using this default is relying on someone to set the * request manually */ CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0"); if (min_height_p) *min_height_p = 0; if (natural_height_p) *natural_height_p = 0; } static void clutter_actor_store_old_geometry (ClutterActor *self, ClutterActorBox *box) { *box = self->priv->allocation; } static inline void clutter_actor_notify_if_geometry_changed (ClutterActor *self, const ClutterActorBox *old) { ClutterActorPrivate *priv = self->priv; GObject *obj = G_OBJECT (self); g_object_freeze_notify (obj); /* to avoid excessive requisition or allocation cycles we * use the cached values. * * - if we don't have an allocation we assume that we need * to notify anyway * - if we don't have a width or a height request we notify * width and height * - if we have a valid allocation then we check the old * bounding box with the current allocation and we notify * the changes */ if (priv->needs_allocation) { g_object_notify_by_pspec (obj, obj_props[PROP_X]); g_object_notify_by_pspec (obj, obj_props[PROP_Y]); g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]); g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]); } else if (priv->needs_width_request || priv->needs_height_request) { g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]); g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]); } else { gfloat xu, yu; gfloat widthu, heightu; xu = priv->allocation.x1; yu = priv->allocation.y1; widthu = priv->allocation.x2 - priv->allocation.x1; heightu = priv->allocation.y2 - priv->allocation.y1; if (xu != old->x1) g_object_notify_by_pspec (obj, obj_props[PROP_X]); if (yu != old->y1) g_object_notify_by_pspec (obj, obj_props[PROP_Y]); if (widthu != (old->x2 - old->x1)) g_object_notify_by_pspec (obj, obj_props[PROP_WIDTH]); if (heightu != (old->y2 - old->y1)) g_object_notify_by_pspec (obj, obj_props[PROP_HEIGHT]); } g_object_thaw_notify (obj); } static void clutter_actor_real_allocate (ClutterActor *self, const ClutterActorBox *box, ClutterAllocationFlags flags) { ClutterActorPrivate *priv = self->priv; gboolean x1_changed, y1_changed, x2_changed, y2_changed; gboolean flags_changed; ClutterActorBox old_alloc = { 0, }; clutter_actor_store_old_geometry (self, &old_alloc); x1_changed = priv->allocation.x1 != box->x1; y1_changed = priv->allocation.y1 != box->y1; x2_changed = priv->allocation.x2 != box->x2; y2_changed = priv->allocation.y2 != box->y2; flags_changed = priv->allocation_flags != flags; priv->allocation = *box; priv->allocation_flags = flags; priv->needs_allocation = FALSE; g_object_freeze_notify (G_OBJECT (self)); if (x1_changed || y1_changed || x2_changed || y2_changed || flags_changed) { CLUTTER_NOTE (LAYOUT, "Allocation for '%s' changed", _clutter_actor_get_debug_name (self)); priv->transform_valid = FALSE; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ALLOCATION]); /* we also emit the ::allocation-changed signal for people * that wish to track the allocation flags */ g_signal_emit (self, actor_signals[ALLOCATION_CHANGED], 0, &priv->allocation, flags); } clutter_actor_notify_if_geometry_changed (self, &old_alloc); g_object_thaw_notify (G_OBJECT (self)); } static void _clutter_actor_signal_queue_redraw (ClutterActor *self, ClutterActor *origin) { /* no point in queuing a redraw on a destroyed actor */ if (CLUTTER_ACTOR_IN_DESTRUCTION (self)) return; /* NB: We can't bail out early here if the actor is hidden in case * the actor bas been cloned. In this case the clone will need to * receive the signal so it can queue its own redraw. */ /* calls klass->queue_redraw in default handler */ g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin); } static void clutter_actor_real_queue_redraw (ClutterActor *self, ClutterActor *origin) { ClutterActor *parent; CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')", _clutter_actor_get_debug_name (self), origin != NULL ? _clutter_actor_get_debug_name (origin) : "same actor"); /* no point in queuing a redraw on a destroyed actor */ if (CLUTTER_ACTOR_IN_DESTRUCTION (self)) return; /* If the actor isn't visible, we still had to emit the signal * to allow for a ClutterClone, but the appearance of the parent * won't change so we don't have to propagate up the hierarchy. */ if (!CLUTTER_ACTOR_IS_VISIBLE (self)) return; /* Although we could determine here that a full stage redraw * has already been queued and immediately bail out, we actually * guarantee that we will propagate a queue-redraw signal to our * parent at least once so that it's possible to implement a * container that tracks which of its children have queued a * redraw. */ if (self->priv->propagated_one_redraw) { ClutterActor *stage = _clutter_actor_get_stage_internal (self); if (stage != NULL && _clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage))) return; } self->priv->propagated_one_redraw = TRUE; /* notify parents, if they are all visible eventually we'll * queue redraw on the stage, which queues the redraw idle. */ parent = clutter_actor_get_parent (self); if (parent != NULL) { /* this will go up recursively */ _clutter_actor_signal_queue_redraw (parent, origin); } } void clutter_actor_real_queue_relayout (ClutterActor *self) { ClutterActorPrivate *priv = self->priv; /* no point in queueing a redraw on a destroyed actor */ if (CLUTTER_ACTOR_IN_DESTRUCTION (self)) return; priv->needs_width_request = TRUE; priv->needs_height_request = TRUE; priv->needs_allocation = TRUE; /* reset the cached size requests */ memset (priv->width_requests, 0, N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest)); memset (priv->height_requests, 0, N_CACHED_SIZE_REQUESTS * sizeof (SizeRequest)); /* We need to go all the way up the hierarchy */ if (priv->parent_actor != NULL) _clutter_actor_queue_only_relayout (priv->parent_actor); } /** * clutter_actor_apply_relative_transform_to_point: * @self: A #ClutterActor * @ancestor: (allow-none): A #ClutterActor ancestor, or %NULL to use the * default #ClutterStage * @point: A point as #ClutterVertex * @vertex: The translated #ClutterVertex * * Transforms @point in coordinates relative to the actor into * ancestor-relative coordinates using the relevant transform * stack (i.e. scale, rotation, etc). * * If @ancestor is %NULL the ancestor will be the #ClutterStage. In * this case, the coordinates returned will be the coordinates on * the stage before the projection is applied. This is different from * the behaviour of clutter_actor_apply_transform_to_point(). * * Since: 0.6 */ void clutter_actor_apply_relative_transform_to_point (ClutterActor *self, ClutterActor *ancestor, const ClutterVertex *point, ClutterVertex *vertex) { gfloat w; CoglMatrix matrix; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor)); g_return_if_fail (point != NULL); g_return_if_fail (vertex != NULL); *vertex = *point; w = 1.0; if (ancestor == NULL) ancestor = _clutter_actor_get_stage_internal (self); if (ancestor == NULL) { *vertex = *point; return; } _clutter_actor_get_relative_modelview (self, ancestor, &matrix); cogl_matrix_transform_point (&matrix, &vertex->x, &vertex->y, &vertex->z, &w); } static gboolean _clutter_actor_fully_transform_vertices (ClutterActor *self, const ClutterVertex *vertices_in, ClutterVertex *vertices_out, int n_vertices) { ClutterActor *stage; CoglMatrix modelview; CoglMatrix projection; float viewport[4]; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); /* NB: _clutter_actor_apply_modelview_transform_recursive will never * include the transformation between stage coordinates and OpenGL * eye coordinates, we have to explicitly use the * stage->apply_transform to get that... */ stage = _clutter_actor_get_stage_internal (self); /* We really can't do anything meaningful in this case so don't try * to do any transform */ if (stage == NULL) return FALSE; /* Setup the modelview */ cogl_matrix_init_identity (&modelview); _clutter_actor_apply_modelview_transform (stage, &modelview); _clutter_actor_apply_modelview_transform_recursive (self, stage, &modelview); /* Fetch the projection and viewport */ _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection); _clutter_stage_get_viewport (CLUTTER_STAGE (stage), &viewport[0], &viewport[1], &viewport[2], &viewport[3]); _clutter_util_fully_transform_vertices (&modelview, &projection, viewport, vertices_in, vertices_out, n_vertices); return TRUE; } /** * clutter_actor_apply_transform_to_point: * @self: A #ClutterActor * @point: A point as #ClutterVertex * @vertex: The translated #ClutterVertex * * Transforms @point in coordinates relative to the actor * into screen-relative coordinates with the current actor * transformation (i.e. scale, rotation, etc) * * Since: 0.4 **/ void clutter_actor_apply_transform_to_point (ClutterActor *self, const ClutterVertex *point, ClutterVertex *vertex) { g_return_if_fail (point != NULL); g_return_if_fail (vertex != NULL); _clutter_actor_fully_transform_vertices (self, point, vertex, 1); } /* _clutter_actor_get_relative_modelview: * * Retrieves the modelview transformation relative to some ancestor * actor, or the stage if NULL is given for the ancestor. * * Note: This will never include the transformations from * stage::apply_transform since that would give you a modelview * transform relative to the OpenGL window coordinate space that the * stage lies within. * * If you need to do a full modelview + projective transform and get * to window coordinates then you should explicitly apply the stage * transform to an identity matrix and use * _clutter_actor_apply_modelview_transform like: * * cogl_matrix_init_identity (&mtx); * stage = _clutter_actor_get_stage_internal (self); * _clutter_actor_apply_modelview_transform (stage, &mtx); */ /* FIXME: We should be caching the stage relative modelview along with the * actor itself */ static void _clutter_actor_get_relative_modelview (ClutterActor *self, ClutterActor *ancestor, CoglMatrix *matrix) { g_return_if_fail (ancestor != NULL); cogl_matrix_init_identity (matrix); _clutter_actor_apply_modelview_transform_recursive (self, ancestor, matrix); } /* Project the given @box into stage window coordinates, writing the * transformed vertices to @verts[]. */ static gboolean _clutter_actor_transform_and_project_box (ClutterActor *self, const ClutterActorBox *box, ClutterVertex verts[]) { ClutterVertex box_vertices[4]; box_vertices[0].x = box->x1; box_vertices[0].y = box->y1; box_vertices[0].z = 0; box_vertices[1].x = box->x2; box_vertices[1].y = box->y1; box_vertices[1].z = 0; box_vertices[2].x = box->x1; box_vertices[2].y = box->y2; box_vertices[2].z = 0; box_vertices[3].x = box->x2; box_vertices[3].y = box->y2; box_vertices[3].z = 0; return _clutter_actor_fully_transform_vertices (self, box_vertices, verts, 4); } /** * clutter_actor_get_allocation_vertices: * @self: A #ClutterActor * @ancestor: (allow-none): A #ClutterActor to calculate the vertices * against, or %NULL to use the #ClutterStage * @verts: (out) (array fixed-size=4) (element-type Clutter.Vertex): return * location for an array of 4 #ClutterVertex in which to store the result * * Calculates the transformed coordinates of the four corners of the * actor in the plane of @ancestor. The returned vertices relate to * the #ClutterActorBox coordinates as follows: * * @verts[0] contains (x1, y1) * @verts[1] contains (x2, y1) * @verts[2] contains (x1, y2) * @verts[3] contains (x2, y2) * * * If @ancestor is %NULL the ancestor will be the #ClutterStage. In * this case, the coordinates returned will be the coordinates on * the stage before the projection is applied. This is different from * the behaviour of clutter_actor_get_abs_allocation_vertices(). * * Since: 0.6 */ void clutter_actor_get_allocation_vertices (ClutterActor *self, ClutterActor *ancestor, ClutterVertex verts[]) { ClutterActorPrivate *priv; ClutterActorBox box; ClutterVertex vertices[4]; CoglMatrix modelview; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor)); if (ancestor == NULL) ancestor = _clutter_actor_get_stage_internal (self); /* Fallback to a NOP transform if the actor isn't parented under a * stage. */ if (ancestor == NULL) ancestor = self; priv = self->priv; /* if the actor needs to be allocated we force a relayout, so that * we will have valid values to use in the transformations */ if (priv->needs_allocation) { ClutterActor *stage = _clutter_actor_get_stage_internal (self); if (stage) _clutter_stage_maybe_relayout (stage); else { box.x1 = box.y1 = 0; /* The result isn't really meaningful in this case but at * least try to do something *vaguely* reasonable... */ clutter_actor_get_size (self, &box.x2, &box.y2); } } clutter_actor_get_allocation_box (self, &box); vertices[0].x = box.x1; vertices[0].y = box.y1; vertices[0].z = 0; vertices[1].x = box.x2; vertices[1].y = box.y1; vertices[1].z = 0; vertices[2].x = box.x1; vertices[2].y = box.y2; vertices[2].z = 0; vertices[3].x = box.x2; vertices[3].y = box.y2; vertices[3].z = 0; _clutter_actor_get_relative_modelview (self, ancestor, &modelview); cogl_matrix_transform_points (&modelview, 3, sizeof (ClutterVertex), vertices, sizeof (ClutterVertex), vertices, 4); } /** * clutter_actor_get_abs_allocation_vertices: * @self: A #ClutterActor * @verts: (out) (array fixed-size=4): Pointer to a location of an array * of 4 #ClutterVertex where to store the result. * * Calculates the transformed screen coordinates of the four corners of * the actor; the returned vertices relate to the #ClutterActorBox * coordinates as follows: * * v[0] contains (x1, y1) * v[1] contains (x2, y1) * v[2] contains (x1, y2) * v[3] contains (x2, y2) * * * Since: 0.4 */ void clutter_actor_get_abs_allocation_vertices (ClutterActor *self, ClutterVertex verts[]) { ClutterActorPrivate *priv; ClutterActorBox actor_space_allocation; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; /* if the actor needs to be allocated we force a relayout, so that * the actor allocation box will be valid for * _clutter_actor_transform_and_project_box() */ if (priv->needs_allocation) { ClutterActor *stage = _clutter_actor_get_stage_internal (self); /* There's nothing meaningful we can do now */ if (!stage) return; _clutter_stage_maybe_relayout (stage); } /* NB: _clutter_actor_transform_and_project_box expects a box in the actor's * own coordinate space... */ actor_space_allocation.x1 = 0; actor_space_allocation.y1 = 0; actor_space_allocation.x2 = priv->allocation.x2 - priv->allocation.x1; actor_space_allocation.y2 = priv->allocation.y2 - priv->allocation.y1; _clutter_actor_transform_and_project_box (self, &actor_space_allocation, verts); } static void clutter_actor_real_apply_transform (ClutterActor *self, CoglMatrix *matrix) { ClutterActorPrivate *priv = self->priv; if (!priv->transform_valid) { CoglMatrix *transform = &priv->transform; cogl_matrix_init_identity (transform); cogl_matrix_translate (transform, priv->allocation.x1, priv->allocation.y1, 0.0); if (priv->z) cogl_matrix_translate (transform, 0, 0, priv->z); /* * because the rotation involves translations, we must scale * before applying the rotations (if we apply the scale after * the rotations, the translations included in the rotation are * not scaled and so the entire object will move on the screen * as a result of rotating it). */ if (priv->scale_x != 1.0 || priv->scale_y != 1.0) { TRANSFORM_ABOUT_ANCHOR_COORD (self, transform, &priv->scale_center, cogl_matrix_scale (transform, priv->scale_x, priv->scale_y, 1.0)); } if (priv->rzang) TRANSFORM_ABOUT_ANCHOR_COORD (self, transform, &priv->rz_center, cogl_matrix_rotate (transform, priv->rzang, 0, 0, 1.0)); if (priv->ryang) TRANSFORM_ABOUT_ANCHOR_COORD (self, transform, &priv->ry_center, cogl_matrix_rotate (transform, priv->ryang, 0, 1.0, 0)); if (priv->rxang) TRANSFORM_ABOUT_ANCHOR_COORD (self, transform, &priv->rx_center, cogl_matrix_rotate (transform, priv->rxang, 1.0, 0, 0)); if (!clutter_anchor_coord_is_zero (&priv->anchor)) { gfloat x, y, z; clutter_anchor_coord_get_units (self, &priv->anchor, &x, &y, &z); cogl_matrix_translate (transform, -x, -y, -z); } priv->transform_valid = TRUE; } cogl_matrix_multiply (matrix, matrix, &priv->transform); } /* Applies the transforms associated with this actor to the given * matrix. */ void _clutter_actor_apply_modelview_transform (ClutterActor *self, CoglMatrix *matrix) { CLUTTER_ACTOR_GET_CLASS (self)->apply_transform (self, matrix); } static gboolean _clutter_actor_effects_pre_paint (ClutterActor *self) { ClutterActorPrivate *priv = self->priv; const GList *effects, *l; gboolean was_pre_painted = FALSE; priv->current_effect = NULL; effects = _clutter_meta_group_peek_metas (priv->effects); for (l = effects; l != NULL; l = l->next) { ClutterEffect *effect = l->data; ClutterActorMeta *meta = l->data; if (!clutter_actor_meta_get_enabled (meta)) continue; priv->current_effect = l->data; was_pre_painted |= _clutter_effect_pre_paint (effect); } priv->current_effect = NULL; return was_pre_painted; } static void _clutter_actor_effects_post_paint (ClutterActor *self) { ClutterActorPrivate *priv = self->priv; const GList *effects, *l; priv->current_effect = NULL; /* we walk the list backwards, to unwind the post-paint order */ effects = _clutter_meta_group_peek_metas (priv->effects); for (l = g_list_last ((GList *) effects); l != NULL; l = l->prev) { ClutterEffect *effect = l->data; ClutterActorMeta *meta = l->data; if (!clutter_actor_meta_get_enabled (meta)) continue; priv->current_effect = l->data; _clutter_effect_post_paint (effect); } priv->current_effect = NULL; } /* Recursively applies the transforms associated with this actor and * its ancestors to the given matrix. Use NULL if you want this * to go all the way down to the stage. */ void _clutter_actor_apply_modelview_transform_recursive (ClutterActor *self, ClutterActor *ancestor, CoglMatrix *matrix) { ClutterActor *parent; /* Note we terminate before ever calling stage->apply_transform() * since that would conceptually be relative to the underlying * window OpenGL coordinates so we'd need a special @ancestor * value to represent the fake parent of the stage. */ if (self == ancestor) return; parent = clutter_actor_get_parent (self); if (parent != NULL) _clutter_actor_apply_modelview_transform_recursive (parent, ancestor, matrix); _clutter_actor_apply_modelview_transform (self, matrix); } static void _clutter_actor_draw_paint_volume (ClutterActor *self) { static CoglMaterial *outline = NULL; CoglHandle vbo; ClutterPaintVolume *pv; gboolean free_fake_pv; ClutterPaintVolume fake_pv; ClutterVertex line_ends[12 * 2]; int n_vertices; PangoLayout *layout; CoglColor color; if (outline == NULL) outline = cogl_material_new (); pv = _clutter_actor_get_paint_volume_mutable (self); if (!pv) { gfloat width, height; ClutterActor *stage = _clutter_actor_get_stage_internal (self); _clutter_paint_volume_init_static (&fake_pv, stage); free_fake_pv = TRUE; clutter_actor_get_size (self, &width, &height); clutter_paint_volume_set_width (&fake_pv, width); clutter_paint_volume_set_height (&fake_pv, height); pv = &fake_pv; cogl_color_init_from_4f (&color, 0, 0, 1, 1); } else { cogl_color_init_from_4f (&color, 0, 1, 0, 1); free_fake_pv = FALSE; } _clutter_paint_volume_complete (pv); n_vertices = pv->is_2d ? 4 * 2 : 12 * 2; /* Front face */ line_ends[0] = pv->vertices[0]; line_ends[1] = pv->vertices[1]; line_ends[2] = pv->vertices[1]; line_ends[3] = pv->vertices[2]; line_ends[4] = pv->vertices[2]; line_ends[5] = pv->vertices[3]; line_ends[6] = pv->vertices[3]; line_ends[7] = pv->vertices[0]; if (!pv->is_2d) { /* Back face */ line_ends[8] = pv->vertices[4]; line_ends[9] = pv->vertices[5]; line_ends[10] = pv->vertices[5]; line_ends[11] = pv->vertices[6]; line_ends[12] = pv->vertices[6]; line_ends[13] = pv->vertices[7]; line_ends[14] = pv->vertices[7]; line_ends[15] = pv->vertices[4]; /* Lines connecting front face to back face */ line_ends[16] = pv->vertices[0]; line_ends[17] = pv->vertices[4]; line_ends[18] = pv->vertices[1]; line_ends[19] = pv->vertices[5]; line_ends[20] = pv->vertices[2]; line_ends[21] = pv->vertices[6]; line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7]; } vbo = cogl_vertex_buffer_new (n_vertices); cogl_vertex_buffer_add (vbo, "gl_Vertex", 3, /* n_components */ COGL_ATTRIBUTE_TYPE_FLOAT, FALSE, /* normalized */ 0, /* stride */ line_ends); cogl_material_set_color (outline, &color); cogl_set_source (outline); cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_LINES, 0 , n_vertices); cogl_object_unref (vbo); layout = pango_layout_new (clutter_actor_get_pango_context (self)); pango_layout_set_text (layout, G_OBJECT_TYPE_NAME (self), -1); cogl_pango_render_layout (layout, pv->vertices[0].x, pv->vertices[0].y, &color, 0); g_object_unref (layout); if (free_fake_pv) clutter_paint_volume_free (&fake_pv); } static int clone_paint_level = 0; void _clutter_actor_push_clone_paint (void) { clone_paint_level++; } void _clutter_actor_pop_clone_paint (void) { clone_paint_level--; } static gboolean in_clone_paint (void) { return clone_paint_level > 0; } /* Returns TRUE if the actor can be ignored */ /* FIXME: we should return a ClutterCullResult, and * clutter_actor_paint should understand that a CLUTTER_CULL_RESULT_IN * means there's no point in trying to cull descendants of the current * node. */ static gboolean cull_actor (ClutterActor *self) { ClutterActorPrivate *priv = self->priv; ClutterActor *stage; const ClutterPlane *stage_clip; ClutterCullResult result; if (!priv->last_paint_volume_valid) { CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): " "->last_paint_volume_valid == FALSE", G_OBJECT_TYPE_NAME (self)); return FALSE; } if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING)) return FALSE; stage = _clutter_actor_get_stage_internal (self); stage_clip = _clutter_stage_get_clip (CLUTTER_STAGE (stage)); if (G_UNLIKELY (!stage_clip)) { CLUTTER_NOTE (CLIPPING, "Bail from cull_actor without culling (%s): " "No stage clip set", G_OBJECT_TYPE_NAME (self)); return FALSE; } result = _clutter_paint_volume_cull (&priv->last_paint_volume, stage_clip); if (result == CLUTTER_CULL_RESULT_IN || result == CLUTTER_CULL_RESULT_PARTIAL) return FALSE; else return TRUE; } static void _clutter_actor_update_last_paint_volume (ClutterActor *self) { ClutterActorPrivate *priv = self->priv; const ClutterPaintVolume *pv; if (priv->last_paint_volume_valid) { clutter_paint_volume_free (&priv->last_paint_volume); priv->last_paint_volume_valid = FALSE; } pv = clutter_actor_get_paint_volume (self); if (!pv) { CLUTTER_NOTE (CLIPPING, "Bail from update_last_paint_volume (%s): " "Actor failed to report a paint volume", G_OBJECT_TYPE_NAME (self)); return; } _clutter_paint_volume_copy_static (pv, &priv->last_paint_volume); _clutter_paint_volume_transform_relative (&priv->last_paint_volume, NULL); /* eye coordinates */ priv->last_paint_volume_valid = TRUE; } static inline gboolean actor_has_shader_data (ClutterActor *self) { return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL; } /** * clutter_actor_paint: * @self: A #ClutterActor * * Renders the actor to display. * * This function should not be called directly by applications. * Call clutter_actor_queue_redraw() to queue paints, instead. * * This function is context-aware, and will either cause a * regular paint or a pick paint. * * This function will emit the #ClutterActor::paint signal or * the #ClutterActor::pick signal, depending on the context. * * This function does not paint the actor if the actor is set to 0, * unless it is performing a pick paint. */ void clutter_actor_paint (ClutterActor *self) { ClutterActorPrivate *priv; ClutterPickMode pick_mode; gboolean clip_set = FALSE; CLUTTER_STATIC_COUNTER (actor_paint_counter, "Actor real-paint counter", "Increments each time any actor is painted", 0 /* no application private data */); CLUTTER_STATIC_COUNTER (actor_pick_counter, "Actor pick-paint counter", "Increments each time any actor is painted " "for picking", 0 /* no application private data */); g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (CLUTTER_ACTOR_IN_DESTRUCTION (self)) return; priv = self->priv; pick_mode = _clutter_context_get_pick_mode (); /* It's an important optimization that we consider painting of * actors with 0 opacity to be a NOP... */ if (pick_mode == CLUTTER_PICK_NONE && /* ignore top-levels, since they might be transparent */ !CLUTTER_ACTOR_IS_TOPLEVEL (self) && /* Use the override opacity if its been set */ ((priv->opacity_override >= 0) ? priv->opacity_override : priv->opacity) == 0) { priv->propagated_one_redraw = FALSE; return; } /* if we aren't paintable (not in a toplevel with all * parents paintable) then do nothing. */ if (!CLUTTER_ACTOR_IS_MAPPED (self)) return; /* mark that we are in the paint process */ CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT); cogl_push_matrix(); if (priv->enable_model_view_transform) { CoglMatrix matrix; /* XXX: It could be better to cache the modelview with the actor * instead of progressively building up the transformations on * the matrix stack every time we paint. */ cogl_get_modelview_matrix (&matrix); _clutter_actor_apply_modelview_transform (self, &matrix); cogl_set_modelview_matrix (&matrix); } if (priv->has_clip) { cogl_clip_push_rectangle (priv->clip[0], priv->clip[1], priv->clip[0] + priv->clip[2], priv->clip[1] + priv->clip[3]); clip_set = TRUE; } else if (priv->clip_to_allocation) { gfloat width, height; width = priv->allocation.x2 - priv->allocation.x1; height = priv->allocation.y2 - priv->allocation.y1; cogl_clip_push_rectangle (0, 0, width, height); clip_set = TRUE; } if (pick_mode == CLUTTER_PICK_NONE) { gboolean effect_painted = FALSE; CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter); /* We save the current paint volume so that the next time the * actor queues a redraw we can constrain the redraw to just * cover the union of the new bounding box and the old. * * We also fetch the current paint volume to perform culling so * we can avoid painting actors outside the current clip region. * * If we are painting inside a clone, we should neither update * the paint volume or use it to cull painting, since the paint * box represents the location of the source actor on the * screen. * * XXX: We are starting to do a lot of vertex transforms on * the CPU in a typical paint, so at some point we should * audit these and consider caching some things. */ if (!in_clone_paint ()) { if (G_LIKELY ((clutter_paint_debug_flags & (CLUTTER_DEBUG_DISABLE_CULLING | CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) != (CLUTTER_DEBUG_DISABLE_CULLING | CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS))) _clutter_actor_update_last_paint_volume (self); if (cull_actor (self)) goto done; } if (priv->effects != NULL) effect_painted = _clutter_actor_effects_pre_paint (self); else if (actor_has_shader_data (self)) clutter_actor_shader_pre_paint (self, FALSE); priv->propagated_one_redraw = FALSE; g_signal_emit (self, actor_signals[PAINT], 0); if (effect_painted) _clutter_actor_effects_post_paint (self); else if (actor_has_shader_data (self)) clutter_actor_shader_post_paint (self); if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES)) _clutter_actor_draw_paint_volume (self); } else { ClutterColor col = { 0, }; CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_pick_counter); _clutter_id_to_color (clutter_actor_get_gid (self), &col); /* Actor will then paint silhouette of itself in supplied * color. See clutter_stage_get_actor_at_pos() for where * picking is enabled. */ g_signal_emit (self, actor_signals[PICK], 0, &col); } done: if (clip_set) cogl_clip_pop(); cogl_pop_matrix(); /* paint sequence complete */ CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT); } /* internal helper function set the rotation angle without affecting the center point */ static void clutter_actor_set_rotation_internal (ClutterActor *self, ClutterRotateAxis axis, gdouble angle) { ClutterActorPrivate *priv = self->priv; g_object_freeze_notify (G_OBJECT (self)); priv->transform_valid = FALSE; switch (axis) { case CLUTTER_X_AXIS: priv->rxang = angle; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ROTATION_ANGLE_X]); break; case CLUTTER_Y_AXIS: priv->ryang = angle; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ROTATION_ANGLE_Y]); break; case CLUTTER_Z_AXIS: priv->rzang = angle; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ROTATION_ANGLE_Z]); break; } g_object_thaw_notify (G_OBJECT (self)); clutter_actor_queue_redraw (self); } static void clutter_actor_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterActor *actor = CLUTTER_ACTOR (object); ClutterActorPrivate *priv = actor->priv; switch (prop_id) { case PROP_X: clutter_actor_set_x (actor, g_value_get_float (value)); break; case PROP_Y: clutter_actor_set_y (actor, g_value_get_float (value)); break; case PROP_WIDTH: clutter_actor_set_width (actor, g_value_get_float (value)); break; case PROP_HEIGHT: clutter_actor_set_height (actor, g_value_get_float (value)); break; case PROP_FIXED_X: clutter_actor_set_x (actor, g_value_get_float (value)); break; case PROP_FIXED_Y: clutter_actor_set_y (actor, g_value_get_float (value)); break; case PROP_FIXED_POSITION_SET: clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value)); break; case PROP_MIN_WIDTH: clutter_actor_set_min_width (actor, g_value_get_float (value)); break; case PROP_MIN_HEIGHT: clutter_actor_set_min_height (actor, g_value_get_float (value)); break; case PROP_NATURAL_WIDTH: clutter_actor_set_natural_width (actor, g_value_get_float (value)); break; case PROP_NATURAL_HEIGHT: clutter_actor_set_natural_height (actor, g_value_get_float (value)); break; case PROP_MIN_WIDTH_SET: clutter_actor_set_min_width_set (actor, g_value_get_boolean (value)); break; case PROP_MIN_HEIGHT_SET: clutter_actor_set_min_height_set (actor, g_value_get_boolean (value)); break; case PROP_NATURAL_WIDTH_SET: clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value)); break; case PROP_NATURAL_HEIGHT_SET: clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value)); break; case PROP_REQUEST_MODE: clutter_actor_set_request_mode (actor, g_value_get_enum (value)); break; case PROP_DEPTH: clutter_actor_set_depth (actor, g_value_get_float (value)); break; case PROP_OPACITY: clutter_actor_set_opacity (actor, g_value_get_uint (value)); break; case PROP_NAME: clutter_actor_set_name (actor, g_value_get_string (value)); break; case PROP_VISIBLE: if (g_value_get_boolean (value) == TRUE) clutter_actor_show (actor); else clutter_actor_hide (actor); break; case PROP_SCALE_X: clutter_actor_set_scale (actor, g_value_get_double (value), priv->scale_y); break; case PROP_SCALE_Y: clutter_actor_set_scale (actor, priv->scale_x, g_value_get_double (value)); break; case PROP_SCALE_CENTER_X: { gfloat center_x = g_value_get_float (value); gfloat center_y; clutter_anchor_coord_get_units (actor, &priv->scale_center, NULL, ¢er_y, NULL); clutter_actor_set_scale_full (actor, priv->scale_x, priv->scale_y, center_x, center_y); } break; case PROP_SCALE_CENTER_Y: { gfloat center_y = g_value_get_float (value); gfloat center_x; clutter_anchor_coord_get_units (actor, &priv->scale_center, ¢er_x, NULL, NULL); clutter_actor_set_scale_full (actor, priv->scale_x, priv->scale_y, center_x, center_y); } break; case PROP_SCALE_GRAVITY: clutter_actor_set_scale_with_gravity (actor, priv->scale_x, priv->scale_y, g_value_get_enum (value)); break; case PROP_CLIP: { const ClutterGeometry *geom = g_value_get_boxed (value); clutter_actor_set_clip (actor, geom->x, geom->y, geom->width, geom->height); } break; case PROP_CLIP_TO_ALLOCATION: clutter_actor_set_clip_to_allocation (actor, g_value_get_boolean (value)); break; case PROP_REACTIVE: clutter_actor_set_reactive (actor, g_value_get_boolean (value)); break; case PROP_ROTATION_ANGLE_X: clutter_actor_set_rotation_internal (actor, CLUTTER_X_AXIS, g_value_get_double (value)); break; case PROP_ROTATION_ANGLE_Y: clutter_actor_set_rotation_internal (actor, CLUTTER_Y_AXIS, g_value_get_double (value)); break; case PROP_ROTATION_ANGLE_Z: clutter_actor_set_rotation_internal (actor, CLUTTER_Z_AXIS, g_value_get_double (value)); break; case PROP_ROTATION_CENTER_X: { const ClutterVertex *center; if ((center = g_value_get_boxed (value))) clutter_actor_set_rotation (actor, CLUTTER_X_AXIS, priv->rxang, center->x, center->y, center->z); } break; case PROP_ROTATION_CENTER_Y: { const ClutterVertex *center; if ((center = g_value_get_boxed (value))) clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, priv->ryang, center->x, center->y, center->z); } break; case PROP_ROTATION_CENTER_Z: { const ClutterVertex *center; if ((center = g_value_get_boxed (value))) clutter_actor_set_rotation (actor, CLUTTER_Z_AXIS, priv->rzang, center->x, center->y, center->z); } break; case PROP_ROTATION_CENTER_Z_GRAVITY: clutter_actor_set_z_rotation_from_gravity (actor, priv->rzang, g_value_get_enum (value)); break; case PROP_ANCHOR_X: { gfloat anchor_x = g_value_get_float (value); gfloat anchor_y; clutter_anchor_coord_get_units (actor, &priv->anchor, NULL, &anchor_y, NULL); clutter_actor_set_anchor_point (actor, anchor_x, anchor_y); } break; case PROP_ANCHOR_Y: { gfloat anchor_y = g_value_get_float (value); gfloat anchor_x; clutter_anchor_coord_get_units (actor, &priv->anchor, &anchor_x, NULL, NULL); clutter_actor_set_anchor_point (actor, anchor_x, anchor_y); } break; case PROP_ANCHOR_GRAVITY: clutter_actor_set_anchor_point_from_gravity (actor, g_value_get_enum (value)); break; case PROP_SHOW_ON_SET_PARENT: priv->show_on_set_parent = g_value_get_boolean (value); break; case PROP_TEXT_DIRECTION: clutter_actor_set_text_direction (actor, g_value_get_enum (value)); break; case PROP_ACTIONS: clutter_actor_add_action (actor, g_value_get_object (value)); break; case PROP_CONSTRAINTS: clutter_actor_add_constraint (actor, g_value_get_object (value)); break; case PROP_EFFECT: clutter_actor_add_effect (actor, g_value_get_object (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_actor_get_property (GObject *object, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterActor *actor = CLUTTER_ACTOR (object); ClutterActorPrivate *priv = actor->priv; switch (prop_id) { case PROP_X: g_value_set_float (value, clutter_actor_get_x (actor)); break; case PROP_Y: g_value_set_float (value, clutter_actor_get_y (actor)); break; case PROP_WIDTH: g_value_set_float (value, clutter_actor_get_width (actor)); break; case PROP_HEIGHT: g_value_set_float (value, clutter_actor_get_height (actor)); break; case PROP_FIXED_X: g_value_set_float (value, priv->fixed_x); break; case PROP_FIXED_Y: g_value_set_float (value, priv->fixed_y); break; case PROP_FIXED_POSITION_SET: g_value_set_boolean (value, priv->position_set); break; case PROP_MIN_WIDTH: g_value_set_float (value, priv->request_min_width); break; case PROP_MIN_HEIGHT: g_value_set_float (value, priv->request_min_height); break; case PROP_NATURAL_WIDTH: g_value_set_float (value, priv->request_natural_width); break; case PROP_NATURAL_HEIGHT: g_value_set_float (value, priv->request_natural_height); break; case PROP_MIN_WIDTH_SET: g_value_set_boolean (value, priv->min_width_set); break; case PROP_MIN_HEIGHT_SET: g_value_set_boolean (value, priv->min_height_set); break; case PROP_NATURAL_WIDTH_SET: g_value_set_boolean (value, priv->natural_width_set); break; case PROP_NATURAL_HEIGHT_SET: g_value_set_boolean (value, priv->natural_height_set); break; case PROP_REQUEST_MODE: g_value_set_enum (value, priv->request_mode); break; case PROP_ALLOCATION: g_value_set_boxed (value, &priv->allocation); break; case PROP_DEPTH: g_value_set_float (value, clutter_actor_get_depth (actor)); break; case PROP_OPACITY: g_value_set_uint (value, priv->opacity); break; case PROP_NAME: g_value_set_string (value, priv->name); break; case PROP_VISIBLE: g_value_set_boolean (value, CLUTTER_ACTOR_IS_VISIBLE (actor)); break; case PROP_MAPPED: g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor)); break; case PROP_REALIZED: g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor)); break; case PROP_HAS_CLIP: g_value_set_boolean (value, priv->has_clip); break; case PROP_CLIP: { ClutterGeometry clip = { 0, }; clip.x = priv->clip[0]; clip.y = priv->clip[1]; clip.width = priv->clip[2]; clip.height = priv->clip[3]; g_value_set_boxed (value, &clip); } break; case PROP_CLIP_TO_ALLOCATION: g_value_set_boolean (value, priv->clip_to_allocation); break; case PROP_SCALE_X: g_value_set_double (value, priv->scale_x); break; case PROP_SCALE_Y: g_value_set_double (value, priv->scale_y); break; case PROP_SCALE_CENTER_X: { gfloat center; clutter_actor_get_scale_center (actor, ¢er, NULL); g_value_set_float (value, center); } break; case PROP_SCALE_CENTER_Y: { gfloat center; clutter_actor_get_scale_center (actor, NULL, ¢er); g_value_set_float (value, center); } break; case PROP_SCALE_GRAVITY: g_value_set_enum (value, clutter_actor_get_scale_gravity (actor)); break; case PROP_REACTIVE: g_value_set_boolean (value, clutter_actor_get_reactive (actor)); break; case PROP_ROTATION_ANGLE_X: g_value_set_double (value, priv->rxang); break; case PROP_ROTATION_ANGLE_Y: g_value_set_double (value, priv->ryang); break; case PROP_ROTATION_ANGLE_Z: g_value_set_double (value, priv->rzang); break; case PROP_ROTATION_CENTER_X: { ClutterVertex center; clutter_actor_get_rotation (actor, CLUTTER_X_AXIS, ¢er.x, ¢er.y, ¢er.z); g_value_set_boxed (value, ¢er); } break; case PROP_ROTATION_CENTER_Y: { ClutterVertex center; clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS, ¢er.x, ¢er.y, ¢er.z); g_value_set_boxed (value, ¢er); } break; case PROP_ROTATION_CENTER_Z: { ClutterVertex center; clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS, ¢er.x, ¢er.y, ¢er.z); g_value_set_boxed (value, ¢er); } break; case PROP_ROTATION_CENTER_Z_GRAVITY: g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor)); break; case PROP_ANCHOR_X: { gfloat anchor_x; clutter_anchor_coord_get_units (actor, &priv->anchor, &anchor_x, NULL, NULL); g_value_set_float (value, anchor_x); } break; case PROP_ANCHOR_Y: { gfloat anchor_y; clutter_anchor_coord_get_units (actor, &priv->anchor, NULL, &anchor_y, NULL); g_value_set_float (value, anchor_y); } break; case PROP_ANCHOR_GRAVITY: g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor)); break; case PROP_SHOW_ON_SET_PARENT: g_value_set_boolean (value, priv->show_on_set_parent); break; case PROP_TEXT_DIRECTION: g_value_set_enum (value, priv->text_direction); break; case PROP_HAS_POINTER: g_value_set_boolean (value, priv->has_pointer); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_actor_dispose (GObject *object) { ClutterActor *self = CLUTTER_ACTOR (object); ClutterActorPrivate *priv = self->priv; CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type '%s' (ref_count:%d)", priv->id, g_type_name (G_OBJECT_TYPE (self)), object->ref_count); /* avoid recursing when called from clutter_actor_destroy() */ if (priv->parent_actor != NULL) { ClutterActor *parent = priv->parent_actor; /* go through the Container implementation unless this * is an internal child and has been marked as such */ if (CLUTTER_IS_CONTAINER (parent) && !CLUTTER_ACTOR_IS_INTERNAL_CHILD (self)) { clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self); } else clutter_actor_unparent (self); } /* parent should be gone */ g_assert (priv->parent_actor == NULL); if (!CLUTTER_ACTOR_IS_TOPLEVEL (self)) { /* can't be mapped or realized with no parent */ g_assert (!CLUTTER_ACTOR_IS_MAPPED (self)); g_assert (!CLUTTER_ACTOR_IS_REALIZED (self)); } if (priv->pango_context) { g_object_unref (priv->pango_context); priv->pango_context = NULL; } if (priv->actions != NULL) { g_object_unref (priv->actions); priv->actions = NULL; } if (priv->constraints != NULL) { g_object_unref (priv->constraints); priv->constraints = NULL; } if (priv->effects != NULL) { g_object_unref (priv->effects); priv->effects = NULL; } g_signal_emit (self, actor_signals[DESTROY], 0); G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object); } static void clutter_actor_finalize (GObject *object) { ClutterActorPrivate *priv = CLUTTER_ACTOR (object)->priv; CLUTTER_NOTE (MISC, "Finalize actor (name='%s', id=%d) of type '%s'", priv->name != NULL ? priv->name : "", priv->id, g_type_name (G_OBJECT_TYPE (object))); _clutter_context_release_id (priv->id); g_free (priv->name); G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object); } /** * clutter_actor_get_accessible: * @self: a #ClutterActor * * Returns the accessible object that describes the actor to an * assistive technology. * * If no class-specific #AtkObject implementation is available for the * actor instance in question, it will inherit an #AtkObject * implementation from the first ancestor class for which such an * implementation is defined. * * The documentation of the ATK * library contains more information about accessible objects and * their uses. * * Returns: (transfer none): the #AtkObject associated with @actor */ AtkObject * clutter_actor_get_accessible (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); return CLUTTER_ACTOR_GET_CLASS (self)->get_accessible (self); } static AtkObject * clutter_actor_real_get_accessible (ClutterActor *actor) { return atk_gobject_accessible_for_object (G_OBJECT (actor)); } static AtkObject * _clutter_actor_ref_accessible (AtkImplementor *implementor) { AtkObject *accessible; accessible = clutter_actor_get_accessible (CLUTTER_ACTOR (implementor)); if (accessible != NULL) g_object_ref (accessible); return accessible; } static void atk_implementor_iface_init (AtkImplementorIface *iface) { iface->ref_accessible = _clutter_actor_ref_accessible; } static gboolean clutter_actor_real_get_paint_volume (ClutterActor *self, ClutterPaintVolume *volume) { return FALSE; } static void clutter_actor_class_init (ClutterActorClass *klass) { GObjectClass *object_class = G_OBJECT_CLASS (klass); GParamSpec *pspec; quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data"); object_class->set_property = clutter_actor_set_property; object_class->get_property = clutter_actor_get_property; object_class->dispose = clutter_actor_dispose; object_class->finalize = clutter_actor_finalize; g_type_class_add_private (klass, sizeof (ClutterActorPrivate)); /** * ClutterActor:x: * * X coordinate of the actor in pixels. If written, forces a fixed * position for the actor. If read, returns the fixed position if any, * otherwise the allocation if available, otherwise 0. */ pspec = g_param_spec_float ("x", P_("X coordinate"), P_("X coordinate of the actor"), -G_MAXFLOAT, G_MAXFLOAT, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_X] = pspec; g_object_class_install_property (object_class, PROP_X, pspec); /** * ClutterActor:y: * * Y coordinate of the actor in pixels. If written, forces a fixed * position for the actor. If read, returns the fixed position if * any, otherwise the allocation if available, otherwise 0. */ pspec = g_param_spec_float ("y", P_("Y coordinate"), P_("Y coordinate of the actor"), -G_MAXFLOAT, G_MAXFLOAT, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_Y] = pspec; g_object_class_install_property (object_class, PROP_Y, pspec); /** * ClutterActor:width: * * Width of the actor (in pixels). If written, forces the minimum and * natural size request of the actor to the given width. If read, returns * the allocated width if available, otherwise the width request. */ pspec = g_param_spec_float ("width", P_("Width"), P_("Width of the actor"), 0.0, G_MAXFLOAT, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_WIDTH] = pspec; g_object_class_install_property (object_class, PROP_WIDTH, pspec); /** * ClutterActor:height: * * Height of the actor (in pixels). If written, forces the minimum and * natural size request of the actor to the given height. If read, returns * the allocated height if available, otherwise the height request. */ pspec = g_param_spec_float ("height", P_("Height"), P_("Height of the actor"), 0.0, G_MAXFLOAT, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_HEIGHT] = pspec; g_object_class_install_property (object_class, PROP_HEIGHT, pspec); /** * ClutterActor:fixed-x: * * The fixed X position of the actor in pixels. * * Writing this property sets #ClutterActor:fixed-position-set * property as well, as a side effect * * Since: 0.8 */ pspec = g_param_spec_float ("fixed-x", P_("Fixed X"), P_("Forced X position of the actor"), -G_MAXFLOAT, G_MAXFLOAT, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_FIXED_X] = pspec; g_object_class_install_property (object_class, PROP_FIXED_X, pspec); /** * ClutterActor:fixed-y: * * The fixed Y position of the actor in pixels. * * Writing this property sets the #ClutterActor:fixed-position-set * property as well, as a side effect * * Since: 0.8 */ pspec = g_param_spec_float ("fixed-y", P_("Fixed Y"), P_("Forced Y position of the actor"), -G_MAXFLOAT, G_MAXFLOAT, 0, CLUTTER_PARAM_READWRITE); obj_props[PROP_FIXED_Y] = pspec; g_object_class_install_property (object_class, PROP_FIXED_Y, pspec); /** * ClutterActor:fixed-position-set: * * This flag controls whether the #ClutterActor:fixed-x and * #ClutterActor:fixed-y properties are used * * Since: 0.8 */ pspec = g_param_spec_boolean ("fixed-position-set", P_("Fixed position set"), P_("Whether to use fixed positioning " "for the actor"), FALSE, CLUTTER_PARAM_READWRITE); obj_props[PROP_FIXED_POSITION_SET] = pspec; g_object_class_install_property (object_class, PROP_FIXED_POSITION_SET, pspec); /** * ClutterActor:min-width: * * A forced minimum width request for the actor, in pixels * * Writing this property sets the #ClutterActor:min-width-set property * as well, as a side effect. * *This property overrides the usual width request of the actor. * * Since: 0.8 */ pspec = g_param_spec_float ("min-width", P_("Min Width"), P_("Forced minimum width request for the actor"), 0.0, G_MAXFLOAT, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_MIN_WIDTH] = pspec; g_object_class_install_property (object_class, PROP_MIN_WIDTH, pspec); /** * ClutterActor:min-height: * * A forced minimum height request for the actor, in pixels * * Writing this property sets the #ClutterActor:min-height-set property * as well, as a side effect. This property overrides the usual height * request of the actor. * * Since: 0.8 */ pspec = g_param_spec_float ("min-height", P_("Min Height"), P_("Forced minimum height request for the actor"), 0.0, G_MAXFLOAT, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_MIN_HEIGHT] = pspec; g_object_class_install_property (object_class, PROP_MIN_HEIGHT, pspec); /** * ClutterActor:natural-width: * * A forced natural width request for the actor, in pixels * * Writing this property sets the #ClutterActor:natural-width-set * property as well, as a side effect. This property overrides the * usual width request of the actor * * Since: 0.8 */ pspec = g_param_spec_float ("natural-width", P_("Natural Width"), P_("Forced natural width request for the actor"), 0.0, G_MAXFLOAT, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_NATURAL_WIDTH] = pspec; g_object_class_install_property (object_class, PROP_NATURAL_WIDTH, pspec); /** * ClutterActor:natural-height: * * A forced natural height request for the actor, in pixels * * Writing this property sets the #ClutterActor:natural-height-set * property as well, as a side effect. This property overrides the * usual height request of the actor * * Since: 0.8 */ pspec = g_param_spec_float ("natural-height", P_("Natural Height"), P_("Forced natural height request for the actor"), 0.0, G_MAXFLOAT, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_NATURAL_HEIGHT] = pspec; g_object_class_install_property (object_class, PROP_NATURAL_HEIGHT, pspec); /** * ClutterActor:min-width-set: * * This flag controls whether the #ClutterActor:min-width property * is used * * Since: 0.8 */ pspec = g_param_spec_boolean ("min-width-set", P_("Minimum width set"), P_("Whether to use the min-width property"), FALSE, CLUTTER_PARAM_READWRITE); obj_props[PROP_MIN_WIDTH_SET] = pspec; g_object_class_install_property (object_class, PROP_MIN_WIDTH_SET, pspec); /** * ClutterActor:min-height-set: * * This flag controls whether the #ClutterActor:min-height property * is used * * Since: 0.8 */ pspec = g_param_spec_boolean ("min-height-set", P_("Minimum height set"), P_("Whether to use the min-height property"), FALSE, CLUTTER_PARAM_READWRITE); obj_props[PROP_MIN_HEIGHT_SET] = pspec; g_object_class_install_property (object_class, PROP_MIN_HEIGHT_SET, pspec); /** * ClutterActor:natural-width-set: * * This flag controls whether the #ClutterActor:natural-width property * is used * * Since: 0.8 */ pspec = g_param_spec_boolean ("natural-width-set", P_("Natural width set"), P_("Whether to use the natural-width property"), FALSE, CLUTTER_PARAM_READWRITE); obj_props[PROP_NATURAL_WIDTH_SET] = pspec; g_object_class_install_property (object_class, PROP_NATURAL_WIDTH_SET, pspec); /** * ClutterActor:natural-height-set: * * This flag controls whether the #ClutterActor:natural-height property * is used * * Since: 0.8 */ pspec = g_param_spec_boolean ("natural-height-set", P_("Natural height set"), P_("Whether to use the natural-height property"), FALSE, CLUTTER_PARAM_READWRITE); obj_props[PROP_NATURAL_HEIGHT_SET] = pspec; g_object_class_install_property (object_class, PROP_NATURAL_HEIGHT_SET, pspec); /** * ClutterActor:allocation: * * The allocation for the actor, in pixels * * This is property is read-only, but you might monitor it to know when an * actor moves or resizes * * Since: 0.8 */ pspec = g_param_spec_boxed ("allocation", P_("Allocation"), P_("The actor's allocation"), CLUTTER_TYPE_ACTOR_BOX, CLUTTER_PARAM_READABLE); obj_props[PROP_ALLOCATION] = pspec; g_object_class_install_property (object_class, PROP_ALLOCATION, pspec); /** * ClutterActor:request-mode: * * Request mode for the #ClutterActor. The request mode determines the * type of geometry management used by the actor, either height for width * (the default) or width for height. * * For actors implementing height for width, the parent container should get * the preferred width first, and then the preferred height for that width. * * For actors implementing width for height, the parent container should get * the preferred height first, and then the preferred width for that height. * * For instance: * * |[ * ClutterRequestMode mode; * gfloat natural_width, min_width; * gfloat natural_height, min_height; * * mode = clutter_actor_get_request_mode (child); * if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH) * { * clutter_actor_get_preferred_width (child, -1, * &min_width, * &natural_width); * clutter_actor_get_preferred_height (child, natural_width, * &min_height, * &natural_height); * } * else * { * clutter_actor_get_preferred_height (child, -1, * &min_height, * &natural_height); * clutter_actor_get_preferred_width (child, natural_height, * &min_width, * &natural_width); * } * ]| * * will retrieve the minimum and natural width and height depending on the * preferred request mode of the #ClutterActor "child". * * The clutter_actor_get_preferred_size() function will implement this * check for you. * * Since: 0.8 */ pspec = g_param_spec_enum ("request-mode", P_("Request Mode"), P_("The actor's request mode"), CLUTTER_TYPE_REQUEST_MODE, CLUTTER_REQUEST_HEIGHT_FOR_WIDTH, CLUTTER_PARAM_READWRITE); obj_props[PROP_REQUEST_MODE] = pspec; g_object_class_install_property (object_class, PROP_REQUEST_MODE, pspec); /** * ClutterActor:depth: * * The position of the actor on the Z axis * * Since: 0.6 */ pspec = g_param_spec_float ("depth", P_("Depth"), P_("Position on the Z axis"), -G_MAXFLOAT, G_MAXFLOAT, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_DEPTH] = pspec; g_object_class_install_property (object_class, PROP_DEPTH, pspec); /** * ClutterActor:opacity: * * Opacity of an actor, between 0 (fully transparent) and * 255 (fully opaque) */ pspec = g_param_spec_uint ("opacity", P_("Opacity"), P_("Opacity of an actor"), 0, 255, 255, CLUTTER_PARAM_READWRITE); obj_props[PROP_OPACITY] = pspec; g_object_class_install_property (object_class, PROP_OPACITY, pspec); /** * ClutterActor:visible: * * Whether the actor is set to be visible or not * * See also #ClutterActor:mapped */ pspec = g_param_spec_boolean ("visible", P_("Visible"), P_("Whether the actor is visible or not"), FALSE, CLUTTER_PARAM_READWRITE); obj_props[PROP_VISIBLE] = pspec; g_object_class_install_property (object_class, PROP_VISIBLE, pspec); /** * ClutterActor:mapped: * * Whether the actor is mapped (will be painted when the stage * to which it belongs is mapped) * * Since: 1.0 */ pspec = g_param_spec_boolean ("mapped", P_("Mapped"), P_("Whether the actor will be painted"), FALSE, CLUTTER_PARAM_READABLE); obj_props[PROP_MAPPED] = pspec; g_object_class_install_property (object_class, PROP_MAPPED, pspec); /** * ClutterActor:realized: * * Whether the actor has been realized * * Since: 1.0 */ pspec = g_param_spec_boolean ("realized", P_("Realized"), P_("Whether the actor has been realized"), FALSE, CLUTTER_PARAM_READABLE); obj_props[PROP_REALIZED] = pspec; g_object_class_install_property (object_class, PROP_REALIZED, pspec); /** * ClutterActor:reactive: * * Whether the actor is reactive to events or not * * Only reactive actors will emit event-related signals * * Since: 0.6 */ pspec = g_param_spec_boolean ("reactive", P_("Reactive"), P_("Whether the actor is reactive to events"), FALSE, CLUTTER_PARAM_READWRITE); obj_props[PROP_REACTIVE] = pspec; g_object_class_install_property (object_class, PROP_REACTIVE, pspec); /** * ClutterActor:has-clip: * * Whether the actor has the #ClutterActor:clip property set or not */ pspec = g_param_spec_boolean ("has-clip", P_("Has Clip"), P_("Whether the actor has a clip set"), FALSE, CLUTTER_PARAM_READABLE); obj_props[PROP_HAS_CLIP] = pspec; g_object_class_install_property (object_class, PROP_HAS_CLIP, pspec); /** * ClutterActor:clip: * * The clip region for the actor, in actor-relative coordinates * * Every part of the actor outside the clip region will not be * painted */ pspec = g_param_spec_boxed ("clip", P_("Clip"), P_("The clip region for the actor"), CLUTTER_TYPE_GEOMETRY, CLUTTER_PARAM_READWRITE); obj_props[PROP_CLIP] = pspec; g_object_class_install_property (object_class, PROP_CLIP, pspec); /** * ClutterActor:name: * * The name of the actor * * Since: 0.2 */ pspec = g_param_spec_string ("name", P_("Name"), P_("Name of the actor"), NULL, CLUTTER_PARAM_READWRITE); obj_props[PROP_NAME] = pspec; g_object_class_install_property (object_class, PROP_NAME, pspec); /** * ClutterActor:scale-x: * * The horizontal scale of the actor * * Since: 0.6 */ pspec = g_param_spec_double ("scale-x", P_("Scale X"), P_("Scale factor on the X axis"), 0.0, G_MAXDOUBLE, 1.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_SCALE_X] = pspec; g_object_class_install_property (object_class, PROP_SCALE_X, pspec); /** * ClutterActor:scale-y: * * The vertical scale of the actor * * Since: 0.6 */ pspec = g_param_spec_double ("scale-y", P_("Scale Y"), P_("Scale factor on the Y axis"), 0.0, G_MAXDOUBLE, 1.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_SCALE_Y] = pspec; g_object_class_install_property (object_class, PROP_SCALE_Y, pspec); /** * ClutterActor:scale-center-x: * * The horizontal center point for scaling * * Since: 1.0 */ pspec = g_param_spec_float ("scale-center-x", P_("Scale Center X"), P_("Horizontal scale center"), -G_MAXFLOAT, G_MAXFLOAT, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_SCALE_CENTER_X] = pspec; g_object_class_install_property (object_class, PROP_SCALE_CENTER_X, pspec); /** * ClutterActor:scale-center-y: * * The vertical center point for scaling * * Since: 1.0 */ pspec = g_param_spec_float ("scale-center-y", P_("Scale Center Y"), P_("Vertical scale center"), -G_MAXFLOAT, G_MAXFLOAT, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_SCALE_CENTER_Y] = pspec; g_object_class_install_property (object_class, PROP_SCALE_CENTER_Y, pspec); /** * ClutterActor:scale-gravity: * * The center point for scaling expressed as a #ClutterGravity * * Since: 1.0 */ pspec = g_param_spec_enum ("scale-gravity", P_("Scale Gravity"), P_("The center of scaling"), CLUTTER_TYPE_GRAVITY, CLUTTER_GRAVITY_NONE, CLUTTER_PARAM_READWRITE); obj_props[PROP_SCALE_GRAVITY] = pspec; g_object_class_install_property (object_class, PROP_SCALE_GRAVITY, pspec); /** * ClutterActor:rotation-angle-x: * * The rotation angle on the X axis * * Since: 0.6 */ pspec = g_param_spec_double ("rotation-angle-x", P_("Rotation Angle X"), P_("The rotation angle on the X axis"), -G_MAXDOUBLE, G_MAXDOUBLE, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_ROTATION_ANGLE_X] = pspec; g_object_class_install_property (object_class, PROP_ROTATION_ANGLE_X, pspec); /** * ClutterActor:rotation-angle-y: * * The rotation angle on the Y axis * * Since: 0.6 */ pspec = g_param_spec_double ("rotation-angle-y", P_("Rotation Angle Y"), P_("The rotation angle on the Y axis"), -G_MAXDOUBLE, G_MAXDOUBLE, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_ROTATION_ANGLE_Y] = pspec; g_object_class_install_property (object_class, PROP_ROTATION_ANGLE_Y, pspec); /** * ClutterActor:rotation-angle-z: * * The rotation angle on the Z axis * * Since: 0.6 */ pspec = g_param_spec_double ("rotation-angle-z", P_("Rotation Angle Z"), P_("The rotation angle on the Z axis"), -G_MAXDOUBLE, G_MAXDOUBLE, 0.0, CLUTTER_PARAM_READWRITE); obj_props[PROP_ROTATION_ANGLE_Z] = pspec; g_object_class_install_property (object_class, PROP_ROTATION_ANGLE_Z, pspec); /** * ClutterActor:rotation-center-x: * * The rotation center on the X axis. * * Since: 0.6 */ pspec = g_param_spec_boxed ("rotation-center-x", P_("Rotation Center X"), P_("The rotation center on the X axis"), CLUTTER_TYPE_VERTEX, CLUTTER_PARAM_READWRITE); obj_props[PROP_ROTATION_CENTER_X] = pspec; g_object_class_install_property (object_class, PROP_ROTATION_CENTER_X, pspec); /** * ClutterActor:rotation-center-y: * * The rotation center on the Y axis. * * Since: 0.6 */ pspec = g_param_spec_boxed ("rotation-center-y", P_("Rotation Center Y"), P_("The rotation center on the Y axis"), CLUTTER_TYPE_VERTEX, CLUTTER_PARAM_READWRITE); obj_props[PROP_ROTATION_CENTER_Y] = pspec; g_object_class_install_property (object_class, PROP_ROTATION_CENTER_Y, pspec); /** * ClutterActor:rotation-center-z: * * The rotation center on the Z axis. * * Since: 0.6 */ pspec = g_param_spec_boxed ("rotation-center-z", P_("Rotation Center Z"), P_("The rotation center on the Z axis"), CLUTTER_TYPE_VERTEX, CLUTTER_PARAM_READWRITE); obj_props[PROP_ROTATION_CENTER_Z] = pspec; g_object_class_install_property (object_class, PROP_ROTATION_CENTER_Z, pspec); /** * ClutterActor:rotation-center-z-gravity: * * The rotation center on the Z axis expressed as a #ClutterGravity. * * Since: 1.0 */ pspec = g_param_spec_enum ("rotation-center-z-gravity", P_("Rotation Center Z Gravity"), P_("Center point for rotation around the Z axis"), CLUTTER_TYPE_GRAVITY, CLUTTER_GRAVITY_NONE, CLUTTER_PARAM_READWRITE); obj_props[PROP_ROTATION_CENTER_Z_GRAVITY] = pspec; g_object_class_install_property (object_class, PROP_ROTATION_CENTER_Z_GRAVITY, pspec); /** * ClutterActor:anchor-x: * * The X coordinate of an actor's anchor point, relative to * the actor coordinate space, in pixels * * Since: 0.8 */ pspec = g_param_spec_float ("anchor-x", P_("Anchor X"), P_("X coordinate of the anchor point"), -G_MAXFLOAT, G_MAXFLOAT, 0, CLUTTER_PARAM_READWRITE); obj_props[PROP_ANCHOR_X] = pspec; g_object_class_install_property (object_class, PROP_ANCHOR_X, pspec); /** * ClutterActor:anchor-y: * * The Y coordinate of an actor's anchor point, relative to * the actor coordinate space, in pixels * * Since: 0.8 */ pspec = g_param_spec_float ("anchor-y", P_("Anchor Y"), P_("Y coordinate of the anchor point"), -G_MAXFLOAT, G_MAXFLOAT, 0, CLUTTER_PARAM_READWRITE); obj_props[PROP_ANCHOR_Y] = pspec; g_object_class_install_property (object_class, PROP_ANCHOR_Y, pspec); /** * ClutterActor:anchor-gravity: * * The anchor point expressed as a #ClutterGravity * * Since: 1.0 */ pspec = g_param_spec_enum ("anchor-gravity", P_("Anchor Gravity"), P_("The anchor point as a ClutterGravity"), CLUTTER_TYPE_GRAVITY, CLUTTER_GRAVITY_NONE, CLUTTER_PARAM_READWRITE); obj_props[PROP_ANCHOR_GRAVITY] = pspec; g_object_class_install_property (object_class, PROP_ANCHOR_GRAVITY, pspec); /** * ClutterActor:show-on-set-parent: * * If %TRUE, the actor is automatically shown when parented. * * Calling clutter_actor_hide() on an actor which has not been * parented will set this property to %FALSE as a side effect. * * Since: 0.8 */ pspec = g_param_spec_boolean ("show-on-set-parent", P_("Show on set parent"), P_("Whether the actor is shown when parented"), TRUE, CLUTTER_PARAM_READWRITE); obj_props[PROP_SHOW_ON_SET_PARENT] = pspec; g_object_class_install_property (object_class, PROP_SHOW_ON_SET_PARENT, pspec); /** * ClutterActor:clip-to-allocation: * * Whether the clip region should track the allocated area * of the actor. * * This property is ignored if a clip area has been explicitly * set using clutter_actor_set_clip(). * * Since: 1.0 */ pspec = g_param_spec_boolean ("clip-to-allocation", P_("Clip to Allocation"), P_("Sets the clip region to track the " "actor's allocation"), FALSE, CLUTTER_PARAM_READWRITE); obj_props[PROP_CLIP_TO_ALLOCATION] = pspec; g_object_class_install_property (object_class, PROP_CLIP_TO_ALLOCATION, pspec); pspec = g_param_spec_enum ("text-direction", P_("Text Direction"), P_("Direction of the text"), CLUTTER_TYPE_TEXT_DIRECTION, CLUTTER_TEXT_DIRECTION_LTR, CLUTTER_PARAM_READWRITE); obj_props[PROP_TEXT_DIRECTION] = pspec; g_object_class_install_property (object_class, PROP_TEXT_DIRECTION, pspec); /** * ClutterActor:has-pointer: * * Whether the actor contains the pointer of a #ClutterInputDevice * or not. * * Since: 1.2 */ pspec = g_param_spec_boolean ("has-pointer", P_("Has Pointer"), P_("Whether the actor contains the pointer " "of an input device"), FALSE, CLUTTER_PARAM_READABLE); obj_props[PROP_HAS_POINTER] = pspec; g_object_class_install_property (object_class, PROP_HAS_POINTER, pspec); /** * ClutterActor:actions: * * Adds a #ClutterAction to the actor * * Since: 1.4 */ pspec = g_param_spec_object ("actions", P_("Actions"), P_("Adds an action to the actor"), CLUTTER_TYPE_ACTION, CLUTTER_PARAM_WRITABLE); obj_props[PROP_ACTIONS] = pspec; g_object_class_install_property (object_class, PROP_ACTIONS, pspec); /** * ClutterActor:constraints: * * Adds a #ClutterConstraint to the actor * * Since: 1.4 */ pspec = g_param_spec_object ("constraints", P_("Constraints"), P_("Adds a constraint to the actor"), CLUTTER_TYPE_CONSTRAINT, CLUTTER_PARAM_WRITABLE); obj_props[PROP_CONSTRAINTS] = pspec; g_object_class_install_property (object_class, PROP_CONSTRAINTS, pspec); /** * ClutterActor:effect: * * Adds #ClutterEffect to the list of effects be applied on a #ClutterActor * * Since: 1.4 */ pspec = g_param_spec_object ("effect", "Effect", "Add an effect to be applied on the actor", CLUTTER_TYPE_EFFECT, CLUTTER_PARAM_WRITABLE); obj_props[PROP_EFFECT] = pspec; g_object_class_install_property (object_class, PROP_EFFECT, pspec); /** * ClutterActor::destroy: * @actor: the #ClutterActor which emitted the signal * * The ::destroy signal notifies that all references held on the * actor which emitted it should be released. * * The ::destroy signal should be used by all holders of a reference * on @actor. * * This signal might result in the finalization of the #ClutterActor * if all references are released. * * Composite actors and actors implementing the #ClutterContainer * interface should override the default implementation of the * class handler of this signal and call clutter_actor_destroy() on * their children. When overriding the default class handler, it is * required to chain up to the parent's implementation. * * Since: 0.2 */ actor_signals[DESTROY] = g_signal_new (I_("destroy"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_CLEANUP | G_SIGNAL_NO_RECURSE | G_SIGNAL_NO_HOOKS, G_STRUCT_OFFSET (ClutterActorClass, destroy), NULL, NULL, _clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterActor::show: * @actor: the object which received the signal * * The ::show signal is emitted when an actor is visible and * rendered on the stage. * * Since: 0.2 */ actor_signals[SHOW] = g_signal_new (I_("show"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_FIRST, G_STRUCT_OFFSET (ClutterActorClass, show), NULL, NULL, _clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterActor::hide: * @actor: the object which received the signal * * The ::hide signal is emitted when an actor is no longer rendered * on the stage. * * Since: 0.2 */ actor_signals[HIDE] = g_signal_new (I_("hide"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_FIRST, G_STRUCT_OFFSET (ClutterActorClass, hide), NULL, NULL, _clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterActor::parent-set: * @actor: the object which received the signal * @old_parent: the previous parent of the actor, or %NULL * * This signal is emitted when the parent of the actor changes. * * Since: 0.2 */ actor_signals[PARENT_SET] = g_signal_new (I_("parent-set"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, parent_set), NULL, NULL, _clutter_marshal_VOID__OBJECT, G_TYPE_NONE, 1, CLUTTER_TYPE_ACTOR); /** * ClutterActor::queue-redraw: * @actor: the actor we're bubbling the redraw request through * @origin: the actor which initiated the redraw request * * The ::queue_redraw signal is emitted when clutter_actor_queue_redraw() * is called on @origin. * * The default implementation for #ClutterActor chains up to the * parent actor and queues a redraw on the parent, thus "bubbling" * the redraw queue up through the actor graph. The default * implementation for #ClutterStage queues a clutter_redraw() in a * main loop idle handler. * * Note that the @origin actor may be the stage, or a container; it * does not have to be a leaf node in the actor graph. * * Toolkits embedding a #ClutterStage which require a redraw and * relayout cycle can stop the emission of this signal using the * GSignal API, redraw the UI and then call clutter_redraw() * themselves, like: * * |[ * static void * on_redraw_complete (void) * { * /* execute the Clutter drawing pipeline */ * clutter_redraw (); * } * * static void * on_stage_queue_redraw (ClutterStage *stage) * { * /* this prevents the default handler to run */ * g_signal_stop_emission_by_name (stage, "queue-redraw"); * * /* queue a redraw with the host toolkit and call * * a function when the redraw has been completed * */ * queue_a_redraw (G_CALLBACK (on_redraw_complete)); * } * ]| * * This signal is emitted before the Clutter paint * pipeline is executed. If you want to know when the pipeline has * been completed you should connect to the ::paint signal on the * Stage with g_signal_connect_after(). * * Since: 1.0 */ actor_signals[QUEUE_REDRAW] = g_signal_new (I_("queue-redraw"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, queue_redraw), NULL, NULL, _clutter_marshal_VOID__OBJECT, G_TYPE_NONE, 1, CLUTTER_TYPE_ACTOR); /** * ClutterActor::queue-relayout * @actor: the actor being queued for relayout * * The ::queue_layout signal is emitted when clutter_actor_queue_relayout() * is called on an actor. * * The default implementation for #ClutterActor chains up to the * parent actor and queues a relayout on the parent, thus "bubbling" * the relayout queue up through the actor graph. * * The main purpose of this signal is to allow relayout to be propagated * properly in the procense of #ClutterClone actors. Applications will * not normally need to connect to this signal. * * Since: 1.2 */ actor_signals[QUEUE_RELAYOUT] = g_signal_new (I_("queue-relayout"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, queue_relayout), NULL, NULL, _clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterActor::event: * @actor: the actor which received the event * @event: a #ClutterEvent * * The ::event signal is emitted each time an event is received * by the @actor. This signal will be emitted on every actor, * following the hierarchy chain, until it reaches the top-level * container (the #ClutterStage). * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[EVENT] = g_signal_new (I_("event"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, event), _clutter_boolean_handled_accumulator, NULL, _clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::button-press-event: * @actor: the actor which received the event * @event: a #ClutterButtonEvent * * The ::button-press-event signal is emitted each time a mouse button * is pressed on @actor. * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[BUTTON_PRESS_EVENT] = g_signal_new (I_("button-press-event"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, button_press_event), _clutter_boolean_handled_accumulator, NULL, _clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::button-release-event: * @actor: the actor which received the event * @event: a #ClutterButtonEvent * * The ::button-release-event signal is emitted each time a mouse button * is released on @actor. * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[BUTTON_RELEASE_EVENT] = g_signal_new (I_("button-release-event"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, button_release_event), _clutter_boolean_handled_accumulator, NULL, _clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::scroll-event: * @actor: the actor which received the event * @event: a #ClutterScrollEvent * * The ::scroll-event signal is emitted each time the mouse is * scrolled on @actor * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[SCROLL_EVENT] = g_signal_new (I_("scroll-event"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, scroll_event), _clutter_boolean_handled_accumulator, NULL, _clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::key-press-event: * @actor: the actor which received the event * @event: a #ClutterKeyEvent * * The ::key-press-event signal is emitted each time a keyboard button * is pressed while @actor has key focus (see clutter_stage_set_key_focus()). * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[KEY_PRESS_EVENT] = g_signal_new (I_("key-press-event"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, key_press_event), _clutter_boolean_handled_accumulator, NULL, _clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::key-release-event: * @actor: the actor which received the event * @event: a #ClutterKeyEvent * * The ::key-release-event signal is emitted each time a keyboard button * is released while @actor has key focus (see * clutter_stage_set_key_focus()). * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[KEY_RELEASE_EVENT] = g_signal_new (I_("key-release-event"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, key_release_event), _clutter_boolean_handled_accumulator, NULL, _clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::motion-event: * @actor: the actor which received the event * @event: a #ClutterMotionEvent * * The ::motion-event signal is emitted each time the mouse pointer is * moved over @actor. * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[MOTION_EVENT] = g_signal_new (I_("motion-event"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, motion_event), _clutter_boolean_handled_accumulator, NULL, _clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::key-focus-in: * @actor: the actor which now has key focus * * The ::key-focus-in signal is emitted when @actor receives key focus. * * Since: 0.6 */ actor_signals[KEY_FOCUS_IN] = g_signal_new (I_("key-focus-in"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, key_focus_in), NULL, NULL, _clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterActor::key-focus-out: * @actor: the actor which now has key focus * * The ::key-focus-out signal is emitted when @actor loses key focus. * * Since: 0.6 */ actor_signals[KEY_FOCUS_OUT] = g_signal_new (I_("key-focus-out"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, key_focus_out), NULL, NULL, _clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterActor::enter-event: * @actor: the actor which the pointer has entered. * @event: a #ClutterCrossingEvent * * The ::enter-event signal is emitted when the pointer enters the @actor * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[ENTER_EVENT] = g_signal_new (I_("enter-event"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, enter_event), _clutter_boolean_handled_accumulator, NULL, _clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::leave-event: * @actor: the actor which the pointer has left * @event: a #ClutterCrossingEvent * * The ::leave-event signal is emitted when the pointer leaves the @actor. * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[LEAVE_EVENT] = g_signal_new (I_("leave-event"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, leave_event), _clutter_boolean_handled_accumulator, NULL, _clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::captured-event: * @actor: the actor which received the signal * @event: a #ClutterEvent * * The ::captured-event signal is emitted when an event is captured * by Clutter. This signal will be emitted starting from the top-level * container (the #ClutterStage) to the actor which received the event * going down the hierarchy. This signal can be used to intercept every * event before the specialized events (like * ClutterActor::button-press-event or ::key-released-event) are * emitted. * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[CAPTURED_EVENT] = g_signal_new (I_("captured-event"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, captured_event), _clutter_boolean_handled_accumulator, NULL, _clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::paint: * @actor: the #ClutterActor that received the signal * * The ::paint signal is emitted each time an actor is being painted. * * Subclasses of #ClutterActor should override the class signal handler * and paint themselves in that function. * * It is possible to connect a handler to the ::paint signal in order * to set up some custom aspect of a paint. * * Since: 0.8 */ actor_signals[PAINT] = g_signal_new (I_("paint"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, paint), NULL, NULL, _clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterActor::realize: * @actor: the #ClutterActor that received the signal * * The ::realize signal is emitted each time an actor is being * realized. * * Since: 0.8 */ actor_signals[REALIZE] = g_signal_new (I_("realize"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, realize), NULL, NULL, _clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterActor::unrealize: * @actor: the #ClutterActor that received the signal * * The ::unrealize signal is emitted each time an actor is being * unrealized. * * Since: 0.8 */ actor_signals[UNREALIZE] = g_signal_new (I_("unrealize"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, unrealize), NULL, NULL, _clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterActor::pick: * @actor: the #ClutterActor that received the signal * @color: the #ClutterColor to be used when picking * * The ::pick signal is emitted each time an actor is being painted * in "pick mode". The pick mode is used to identify the actor during * the event handling phase, or by clutter_stage_get_actor_at_pos(). * The actor should paint its shape using the passed @pick_color. * * Subclasses of #ClutterActor should override the class signal handler * and paint themselves in that function. * * It is possible to connect a handler to the ::pick signal in order * to set up some custom aspect of a paint in pick mode. * * Since: 1.0 */ actor_signals[PICK] = g_signal_new (I_("pick"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, pick), NULL, NULL, _clutter_marshal_VOID__BOXED, G_TYPE_NONE, 1, CLUTTER_TYPE_COLOR | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::allocation-changed: * @actor: the #ClutterActor that emitted the signal * @box: a #ClutterActorBox with the new allocation * @flags: #ClutterAllocationFlags for the allocation * * The ::allocation-changed signal is emitted when the * #ClutterActor:allocation property changes. Usually, application * code should just use the notifications for the :allocation property * but if you want to track the allocation flags as well, for instance * to know whether the absolute origin of @actor changed, then you might * want use this signal instead. * * Since: 1.0 */ actor_signals[ALLOCATION_CHANGED] = g_signal_new (I_("allocation-changed"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, 0, NULL, NULL, _clutter_marshal_VOID__BOXED_FLAGS, G_TYPE_NONE, 2, CLUTTER_TYPE_ACTOR_BOX, CLUTTER_TYPE_ALLOCATION_FLAGS); klass->show = clutter_actor_real_show; klass->show_all = clutter_actor_show; klass->hide = clutter_actor_real_hide; klass->hide_all = clutter_actor_hide; klass->map = clutter_actor_real_map; klass->unmap = clutter_actor_real_unmap; klass->unrealize = clutter_actor_real_unrealize; klass->pick = clutter_actor_real_pick; klass->get_preferred_width = clutter_actor_real_get_preferred_width; klass->get_preferred_height = clutter_actor_real_get_preferred_height; klass->allocate = clutter_actor_real_allocate; klass->queue_redraw = clutter_actor_real_queue_redraw; klass->queue_relayout = clutter_actor_real_queue_relayout; klass->apply_transform = clutter_actor_real_apply_transform; klass->get_accessible = clutter_actor_real_get_accessible; klass->get_paint_volume = clutter_actor_real_get_paint_volume; } static void clutter_actor_init (ClutterActor *self) { ClutterActorPrivate *priv; self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self); priv->parent_actor = NULL; priv->has_clip = FALSE; priv->opacity = 0xff; priv->id = _clutter_context_acquire_id (self); priv->scale_x = 1.0; priv->scale_y = 1.0; priv->show_on_set_parent = TRUE; priv->needs_width_request = TRUE; priv->needs_height_request = TRUE; priv->needs_allocation = TRUE; priv->cached_width_age = 1; priv->cached_height_age = 1; priv->opacity_override = -1; priv->enable_model_view_transform = TRUE; /* Initialize an empty paint volume to start with */ _clutter_paint_volume_init_static (&priv->last_paint_volume, NULL); priv->last_paint_volume_valid = TRUE; priv->transform_valid = FALSE; memset (priv->clip, 0, sizeof (gfloat) * 4); } /** * clutter_actor_destroy: * @self: a #ClutterActor * * Destroys an actor. When an actor is destroyed, it will break any * references it holds to other objects. If the actor is inside a * container, the actor will be removed. * * When you destroy a container, its children will be destroyed as well. * * Note: you cannot destroy the #ClutterStage returned by * clutter_stage_get_default(). */ void clutter_actor_destroy (ClutterActor *self) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_object_ref (self); /* avoid recursion while destroying */ if (!CLUTTER_ACTOR_IN_DESTRUCTION (self)) { CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION); /* if we are destroying we want to unrealize ourselves * first before the dispose run removes the parent */ if (!CLUTTER_ACTOR_IS_TOPLEVEL (self)) clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNREALIZED); g_object_run_dispose (G_OBJECT (self)); CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_DESTRUCTION); } g_object_unref (self); } void _clutter_actor_finish_queue_redraw (ClutterActor *self, ClutterPaintVolume *clip) { ClutterActorPrivate *priv = self->priv; ClutterPaintVolume *pv; gboolean clipped; /* If we've been explicitly passed a clip volume then there's * nothing more to calculate, but otherwise the only thing we know * is that the change is constrained to the given actor. * * The idea is that if we know the paint volume for where the actor * was last drawn (in eye coordinates) and we also have the paint * volume for where it will be drawn next (in actor coordinates) * then if we queue a redraw for both these volumes that will cover * everything that needs to be redrawn to clear the old view and * show the latest view of the actor. * * Don't clip this redraw if we don't know what position we had for * the previous redraw since we don't know where to set the clip so * it will clear the actor as it is currently. */ if (clip) { _clutter_actor_set_queue_redraw_clip (self, clip); clipped = TRUE; } else if (G_LIKELY (priv->last_paint_volume_valid)) { pv = _clutter_actor_get_paint_volume_mutable (self); if (pv) { ClutterActor *stage = _clutter_actor_get_stage_internal (self); /* make sure we redraw the actors old position... */ _clutter_actor_set_queue_redraw_clip (stage, &priv->last_paint_volume); _clutter_actor_signal_queue_redraw (stage, stage); _clutter_actor_set_queue_redraw_clip (stage, NULL); /* XXX: Ideally the redraw signal would take a clip volume * argument, but that would be an ABI break. Until we can * break the ABI we pass the argument out-of-band via an * actor->priv member... */ /* setup the clip for the actors new position... */ _clutter_actor_set_queue_redraw_clip (self, pv); clipped = TRUE; } else clipped = FALSE; } else clipped = FALSE; _clutter_actor_signal_queue_redraw (self, self); /* Just in case anyone is manually firing redraw signals without * using the public queue_redraw() API we are careful to ensure that * our out-of-band clip member is cleared before returning... * * Note: A NULL clip denotes a full-stage, un-clipped redraw */ if (G_LIKELY (clipped)) _clutter_actor_set_queue_redraw_clip (self, NULL); priv->queue_redraw_entry = NULL; } /** * clutter_actor_queue_redraw: * @self: A #ClutterActor * * Queues up a redraw of an actor and any children. The redraw occurs * once the main loop becomes idle (after the current batch of events * has been processed, roughly). * * Applications rarely need to call this, as redraws are handled * automatically by modification functions. * * This function will not do anything if @self is not visible, or * if the actor is inside an invisible part of the scenegraph. * * Also be aware that painting is a NOP for actors with an opacity of * 0 * * When you are implementing a custom actor you must queue a redraw * whenever some private state changes that will affect painting or * picking of your actor. */ void clutter_actor_queue_redraw (ClutterActor *self) { ClutterActor *stage; /* Here's an outline of the actor queue redraw mechanism: * * The process starts either here or in * _clutter_actor_queue_redraw_with_clip. * * These functions queue an entry in a list associated with the * stage which is a list of actors that queued a redraw while * updating the timelines, performing layouting and processing other * mainloop sources before the next paint starts. * * We aim to minimize the processing done at this point because * there is a good chance other events will happen while updating * the scenegraph that would invalidate any expensive work we might * otherwise try to do here. For example we don't try and resolve * the screen space bounding box of an actor at this stage so as to * minimize how much of the screen redraw because it's possible * something else will happen which will force a full redraw anyway. * * When all updates are complete and we come to paint the stage then * we iterate this list and actually emit the "queue-redraw" signals * for each of the listed actors which will bubble up to the stage * for each actor and at that point we will transform the actors * paint volume into screen coordinates to determine the clip region * for what needs to be redrawn in the next paint. * * Besides minimizing redundant work another reason for this * deferred design is that it's more likely we will be able to * determine the paint volume of an actor once we've finished * updating the scenegraph because its allocation should be up to * date. NB: If we can't determine an actors paint volume then we * can't automatically queue a clipped redraw which can make a big * difference to performance. * * So the control flow goes like this: * clutter_actor_queue_redraw and * _clutter_actor_queue_redraw_with_clip * * then control moves to: * _clutter_stage_queue_actor_redraw * * later during _clutter_stage_do_update, once relayouting is done * and the scenegraph has been updated we will call: * _clutter_stage_finish_queue_redraws * * _clutter_stage_finish_queue_redraws will call * _clutter_actor_finish_queue_redraw for each listed actor. * Note: actors *are* allowed to queue further redraws during this * process (considering clone actors or texture_new_from_actor which * respond to their source queueing a redraw by queuing a redraw * themselves). We repeat the process until the list is empty. * * This will result in the "queue-redraw" signal being fired for * each actor which will pass control to the default signal handler: * clutter_actor_real_queue_redraw * * This will bubble up to the stages handler: * clutter_stage_real_queue_redraw * * clutter_stage_real_queue_redraw will transform the actors paint * volume into screen space and add it as a clip region for the next * paint. */ g_return_if_fail (CLUTTER_IS_ACTOR (self)); /* Ignore queuing a redraw for actors not descended from a stage */ stage = _clutter_actor_get_stage_internal (self); if (stage == NULL) return; self->priv->queue_redraw_entry = _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage), self->priv->queue_redraw_entry, self, NULL); } static void _clutter_actor_get_allocation_clip (ClutterActor *self, ClutterActorBox *clip) { ClutterActorBox allocation; /* XXX: we don't care if we get an out of date allocation here * because clutter_actor_queue_redraw_with_clip knows to ignore * the clip if the actor's allocation is invalid. * * This is noted because clutter_actor_get_allocation_box does some * unnecessary work to support buggy code with a comment suggesting * that it could be changed later which would be good for this use * case! */ clutter_actor_get_allocation_box (self, &allocation); /* NB: clutter_actor_queue_redraw_with_clip expects a box in the * actor's own coordinate space but the allocation is in parent * coordinates */ clip->x1 = 0; clip->y1 = 0; clip->x2 = allocation.x2 - allocation.x1; clip->y2 = allocation.y2 - allocation.y1; } /* * clutter_actor_queue_redraw_with_clip: * @self: A #ClutterActor * @flags: A mask of #ClutterRedrawFlags controlling the behaviour of * this queue redraw. * @volume: A #ClutterPaintVolume describing the bounds of what needs to be * redrawn or %NULL if you are just using a @flag to state your * desired clipping. * * Queues up a clipped redraw of an actor and any children. The redraw * occurs once the main loop becomes idle (after the current batch of * events has been processed, roughly). * * If no flags are given the clip volume is defined by @volume * specified in actor coordinates and tells Clutter that only content * within this volume has been changed so Clutter can optionally * optimize the redraw. * * If the %CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION @flag is used, @volume * should be %NULL and this tells Clutter to use the actor's current * allocation as a clip box. This flag can only be used for 2D actors, * because any actor with depth may be projected outside its * allocation. * * Applications rarely need to call this, as redraws are handled * automatically by modification functions. * * This function will not do anything if @self is not visible, or if * the actor is inside an invisible part of the scenegraph. * * Also be aware that painting is a NOP for actors with an opacity of * 0 * * When you are implementing a custom actor you must queue a redraw * whenever some private state changes that will affect painting or * picking of your actor. */ void _clutter_actor_queue_redraw_with_clip (ClutterActor *self, ClutterRedrawFlags flags, ClutterPaintVolume *volume) { ClutterPaintVolume allocation_pv; ClutterPaintVolume *pv; gboolean should_free_pv; ClutterActor *stage; g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (flags & CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION) { ClutterActorBox allocation_clip; ClutterVertex origin; /* If the actor doesn't have a valid allocation then we will * queue a full stage redraw. */ if (self->priv->needs_allocation) { /* NB: NULL denotes an undefined clip which will result in a * full redraw... */ _clutter_actor_set_queue_redraw_clip (self, NULL); _clutter_actor_signal_queue_redraw (self, self); return; } _clutter_paint_volume_init_static (&allocation_pv, self); pv = &allocation_pv; _clutter_actor_get_allocation_clip (self, &allocation_clip); origin.x = allocation_clip.x1; origin.y = allocation_clip.y1; origin.z = 0; clutter_paint_volume_set_origin (pv, &origin); clutter_paint_volume_set_width (pv, allocation_clip.x2 - allocation_clip.x1); clutter_paint_volume_set_height (pv, allocation_clip.y2 - allocation_clip.y1); should_free_pv = TRUE; } else { pv = volume; should_free_pv = FALSE; } /* Ignore queuing a redraw for actors not descended from a stage */ stage = _clutter_actor_get_stage_internal (self); if (stage != NULL) _clutter_stage_queue_actor_redraw (CLUTTER_STAGE (stage), self->priv->queue_redraw_entry, self, pv); if (should_free_pv) clutter_paint_volume_free (pv); } static void _clutter_actor_queue_only_relayout (ClutterActor *self) { ClutterActorPrivate *priv = self->priv; if (CLUTTER_ACTOR_IN_DESTRUCTION (self)) return; if (priv->needs_width_request && priv->needs_height_request && priv->needs_allocation) return; /* save some cpu cycles */ #if CLUTTER_ENABLE_DEBUG if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) && CLUTTER_ACTOR_IN_RELAYOUT (self)) { g_warning ("The actor '%s' is currently inside an allocation " "cycle; calling clutter_actor_queue_relayout() is " "not recommended", _clutter_actor_get_debug_name (self)); } #endif /* CLUTTER_ENABLE_DEBUG */ g_signal_emit (self, actor_signals[QUEUE_RELAYOUT], 0); } /** * clutter_actor_queue_relayout: * @self: A #ClutterActor * * Indicates that the actor's size request or other layout-affecting * properties may have changed. This function is used inside #ClutterActor * subclass implementations, not by applications directly. * * Queueing a new layout automatically queues a redraw as well. * * Since: 0.8 */ void clutter_actor_queue_relayout (ClutterActor *self) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); _clutter_actor_queue_only_relayout (self); clutter_actor_queue_redraw (self); } /** * clutter_actor_get_preferred_size: * @self: a #ClutterActor * @min_width_p: (out) (allow-none): return location for the minimum * width, or %NULL * @min_height_p: (out) (allow-none): return location for the minimum * height, or %NULL * @natural_width_p: (out) (allow-none): return location for the natural * width, or %NULL * @natural_height_p: (out) (allow-none): return location for the natural * height, or %NULL * * Computes the preferred minimum and natural size of an actor, taking into * account the actor's geometry management (either height-for-width * or width-for-height). * * The width and height used to compute the preferred height and preferred * width are the actor's natural ones. * * If you need to control the height for the preferred width, or the width for * the preferred height, you should use clutter_actor_get_preferred_width() * and clutter_actor_get_preferred_height(), and check the actor's preferred * geometry management using the #ClutterActor:request-mode property. * * Since: 0.8 */ void clutter_actor_get_preferred_size (ClutterActor *self, gfloat *min_width_p, gfloat *min_height_p, gfloat *natural_width_p, gfloat *natural_height_p) { ClutterActorPrivate *priv; gfloat min_width, min_height; gfloat natural_width, natural_height; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; min_width = min_height = 0; natural_width = natural_height = 0; if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH) { CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)"); clutter_actor_get_preferred_width (self, -1, &min_width, &natural_width); clutter_actor_get_preferred_height (self, natural_width, &min_height, &natural_height); } else { CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)"); clutter_actor_get_preferred_height (self, -1, &min_height, &natural_height); clutter_actor_get_preferred_width (self, natural_height, &min_width, &natural_width); } if (min_width_p) *min_width_p = min_width; if (min_height_p) *min_height_p = min_height; if (natural_width_p) *natural_width_p = natural_width; if (natural_height_p) *natural_height_p = natural_height; } /* looks for a cached size request for this for_size. If not * found, returns the oldest entry so it can be overwritten */ static gboolean _clutter_actor_get_cached_size_request (gfloat for_size, SizeRequest *cached_size_requests, SizeRequest **result) { guint i; *result = &cached_size_requests[0]; for (i = 0; i < N_CACHED_SIZE_REQUESTS; i++) { SizeRequest *sr; sr = &cached_size_requests[i]; if (sr->age > 0 && sr->for_size == for_size) { CLUTTER_NOTE (LAYOUT, "Size cache hit for size: %.2f", for_size); *result = sr; return TRUE; } else if (sr->age < (*result)->age) { *result = sr; } } CLUTTER_NOTE (LAYOUT, "Size cache miss for size: %.2f", for_size); return FALSE; } /** * clutter_actor_get_preferred_width: * @self: A #ClutterActor * @for_height: available height when computing the preferred width, * or a negative value to indicate that no height is defined * @min_width_p: (out) (allow-none): return location for minimum width, * or %NULL * @natural_width_p: (out) (allow-none): return location for the natural * width, or %NULL * * Computes the requested minimum and natural widths for an actor, * optionally depending on the specified height, or if they are * already computed, returns the cached values. * * An actor may not get its request - depending on the layout * manager that's in effect. * * A request should not incorporate the actor's scale or anchor point; * those transformations do not affect layout, only rendering. * * Since: 0.8 */ void clutter_actor_get_preferred_width (ClutterActor *self, gfloat for_height, gfloat *min_width_p, gfloat *natural_width_p) { ClutterActorClass *klass; ClutterActorPrivate *priv; gboolean found_in_cache; SizeRequest *cached_size_request; g_return_if_fail (CLUTTER_IS_ACTOR (self)); klass = CLUTTER_ACTOR_GET_CLASS (self); priv = self->priv; found_in_cache = FALSE; cached_size_request = &priv->width_requests[0]; if (!priv->needs_width_request) found_in_cache = _clutter_actor_get_cached_size_request (for_height, priv->width_requests, &cached_size_request); if (!found_in_cache) { gfloat min_width, natural_width; min_width = natural_width = 0; CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height); klass->get_preferred_width (self, for_height, &min_width, &natural_width); /* Due to accumulated float errors, it's better not to warn * on this, but just fix it. */ if (natural_width < min_width) natural_width = min_width; cached_size_request->min_size = min_width; cached_size_request->natural_size = natural_width; cached_size_request->for_size = for_height; cached_size_request->age = priv->cached_width_age; priv->cached_width_age ++; priv->needs_width_request = FALSE; } if (!priv->min_width_set) priv->request_min_width = cached_size_request->min_size; if (!priv->natural_width_set) priv->request_natural_width = cached_size_request->natural_size; if (min_width_p) *min_width_p = priv->request_min_width; if (natural_width_p) *natural_width_p = priv->request_natural_width; } /** * clutter_actor_get_preferred_height: * @self: A #ClutterActor * @for_width: available width to assume in computing desired height, * or a negative value to indicate that no width is defined * @min_height_p: (out) (allow-none): return location for minimum height, * or %NULL * @natural_height_p: (out) (allow-none): return location for natural * height, or %NULL * * Computes the requested minimum and natural heights for an actor, * or if they are already computed, returns the cached values. * * An actor may not get its request - depending on the layout * manager that's in effect. * * A request should not incorporate the actor's scale or anchor point; * those transformations do not affect layout, only rendering. * * Since: 0.8 */ void clutter_actor_get_preferred_height (ClutterActor *self, gfloat for_width, gfloat *min_height_p, gfloat *natural_height_p) { ClutterActorClass *klass; ClutterActorPrivate *priv; gboolean found_in_cache; SizeRequest *cached_size_request; g_return_if_fail (CLUTTER_IS_ACTOR (self)); klass = CLUTTER_ACTOR_GET_CLASS (self); priv = self->priv; found_in_cache = FALSE; cached_size_request = &priv->height_requests[0]; if (!priv->needs_height_request) found_in_cache = _clutter_actor_get_cached_size_request (for_width, priv->height_requests, &cached_size_request); if (!found_in_cache) { gfloat min_height, natural_height; min_height = natural_height = 0; CLUTTER_NOTE (LAYOUT, "Height request for %.2f px", for_width); klass->get_preferred_height (self, for_width, &min_height, &natural_height); /* Due to accumulated float errors, it's better not to warn * on this, but just fix it. */ if (natural_height < min_height) natural_height = min_height; if (!priv->min_height_set) { priv->request_min_height = min_height; } if (!priv->natural_height_set) { priv->request_natural_height = natural_height; } cached_size_request->min_size = min_height; cached_size_request->natural_size = natural_height; cached_size_request->for_size = for_width; cached_size_request->age = priv->cached_height_age; priv->cached_height_age ++; priv->needs_height_request = FALSE; } if (!priv->min_height_set) priv->request_min_height = cached_size_request->min_size; if (!priv->natural_height_set) priv->request_natural_height = cached_size_request->natural_size; if (min_height_p) *min_height_p = priv->request_min_height; if (natural_height_p) *natural_height_p = priv->request_natural_height; } /** * clutter_actor_get_allocation_box: * @self: A #ClutterActor * @box: (out): the function fills this in with the actor's allocation * * Gets the layout box an actor has been assigned. The allocation can * only be assumed valid inside a paint() method; anywhere else, it * may be out-of-date. * * An allocation does not incorporate the actor's scale or anchor point; * those transformations do not affect layout, only rendering. * * Do not call any of the clutter_actor_get_allocation_*() family * of functions inside the implementation of the get_preferred_width() * or get_preferred_height() virtual functions. * * Since: 0.8 */ void clutter_actor_get_allocation_box (ClutterActor *self, ClutterActorBox *box) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); /* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail, * which limits calling get_allocation to inside paint() basically; or * we can 2) force a layout, which could be expensive if someone calls * get_allocation somewhere silly; or we can 3) just return the latest * value, allowing it to be out-of-date, and assume people know what * they are doing. * * The least-surprises approach that keeps existing code working is * likely to be 2). People can end up doing some inefficient things, * though, and in general code that requires 2) is probably broken. */ /* this implements 2) */ if (G_UNLIKELY (self->priv->needs_allocation)) { ClutterActor *stage = _clutter_actor_get_stage_internal (self); /* do not queue a relayout on an unparented actor */ if (stage) _clutter_stage_maybe_relayout (stage); } /* commenting out the code above and just keeping this assigment * implements 3) */ *box = self->priv->allocation; } /** * clutter_actor_get_allocation_geometry: * @self: A #ClutterActor * @geom: (out): allocation geometry in pixels * * Gets the layout box an actor has been assigned. The allocation can * only be assumed valid inside a paint() method; anywhere else, it * may be out-of-date. * * An allocation does not incorporate the actor's scale or anchor point; * those transformations do not affect layout, only rendering. * * The returned rectangle is in pixels. * * Since: 0.8 */ void clutter_actor_get_allocation_geometry (ClutterActor *self, ClutterGeometry *geom) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (geom != NULL); clutter_actor_get_allocation_box (self, &box); geom->x = clutter_actor_box_get_x (&box); geom->y = clutter_actor_box_get_y (&box); geom->width = clutter_actor_box_get_width (&box); geom->height = clutter_actor_box_get_height (&box); } /** * clutter_actor_allocate: * @self: A #ClutterActor * @box: new allocation of the actor, in parent-relative coordinates * @flags: flags that control the allocation * * Called by the parent of an actor to assign the actor its size. * Should never be called by applications (except when implementing * a container or layout manager). * * Actors can know from their allocation box whether they have moved * with respect to their parent actor. The @flags parameter describes * additional information about the allocation, for instance whether * the parent has moved with respect to the stage, for example because * a grandparent's origin has moved. * * Since: 0.8 */ void clutter_actor_allocate (ClutterActor *self, const ClutterActorBox *box, ClutterAllocationFlags flags) { ClutterActorPrivate *priv; ClutterActorClass *klass; ClutterActorBox alloc; gboolean child_moved; gboolean stage_allocation_changed; g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (G_UNLIKELY (_clutter_actor_get_stage_internal (self) == NULL)) { g_warning ("Spurious clutter_actor_allocate called for actor %p/%s " "which isn't a descendent of the stage!\n", self, G_OBJECT_TYPE_NAME (self)); return; } priv = self->priv; alloc = *box; if (priv->constraints != NULL) { const GList *constraints, *l; constraints = _clutter_meta_group_peek_metas (priv->constraints); for (l = constraints; l != NULL; l = l->next) { ClutterConstraint *constraint = l->data; ClutterActorMeta *meta = l->data; if (clutter_actor_meta_get_enabled (meta)) _clutter_constraint_update_allocation (constraint, self, &alloc); } } child_moved = (alloc.x1 != priv->allocation.x1 || alloc.y1 != priv->allocation.y1); if (flags & CLUTTER_ABSOLUTE_ORIGIN_CHANGED || child_moved || alloc.x2 != priv->allocation.x2 || alloc.y2 != priv->allocation.y2) stage_allocation_changed = TRUE; else stage_allocation_changed = FALSE; /* If we get an allocation "out of the blue" * (we did not queue relayout), then we want to * ignore it. But if we have needs_allocation set, * we want to guarantee that allocate() virtual * method is always called, i.e. that queue_relayout() * always results in an allocate() invocation on * an actor. * * The optimization here is to avoid re-allocating * actors that did not queue relayout and were * not moved. */ if (!priv->needs_allocation && !stage_allocation_changed) { CLUTTER_NOTE (LAYOUT, "No allocation needed"); return; } /* When ABSOLUTE_ORIGIN_CHANGED is passed in to * clutter_actor_allocate(), it indicates whether the parent has its * absolute origin moved; when passed in to ClutterActor::allocate() * virtual method though, it indicates whether the child has its * absolute origin moved. So we set it when child_moved is TRUE */ if (child_moved) flags |= CLUTTER_ABSOLUTE_ORIGIN_CHANGED; CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT); klass = CLUTTER_ACTOR_GET_CLASS (self); klass->allocate (self, &alloc, flags); CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_RELAYOUT); if (stage_allocation_changed) clutter_actor_queue_redraw (self); } /** * clutter_actor_set_geometry: * @self: A #ClutterActor * @geometry: A #ClutterGeometry * * Sets the actor's fixed position and forces its minimum and natural * size, in pixels. This means the untransformed actor will have the * given geometry. This is the same as calling clutter_actor_set_position() * and clutter_actor_set_size(). */ void clutter_actor_set_geometry (ClutterActor *self, const ClutterGeometry *geometry) { g_object_freeze_notify (G_OBJECT (self)); clutter_actor_set_position (self, geometry->x, geometry->y); clutter_actor_set_size (self, geometry->width, geometry->height); g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_get_geometry: * @self: A #ClutterActor * @geometry: (out): A location to store actors #ClutterGeometry * * Gets the size and position of an actor relative to its parent * actor. This is the same as calling clutter_actor_get_position() and * clutter_actor_get_size(). It tries to "do what you mean" and get the * requested size and position if the actor's allocation is invalid. */ void clutter_actor_get_geometry (ClutterActor *self, ClutterGeometry *geometry) { gfloat x, y, width, height; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (geometry != NULL); clutter_actor_get_position (self, &x, &y); clutter_actor_get_size (self, &width, &height); geometry->x = (int) x; geometry->y = (int) y; geometry->width = (int) width; geometry->height = (int) height; } /** * clutter_actor_set_position * @self: A #ClutterActor * @x: New left position of actor in pixels. * @y: New top position of actor in pixels. * * Sets the actor's fixed position in pixels relative to any parent * actor. * * If a layout manager is in use, this position will override the * layout manager and force a fixed position. */ void clutter_actor_set_position (ClutterActor *self, gfloat x, gfloat y) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_object_freeze_notify (G_OBJECT (self)); clutter_actor_set_x (self, x); clutter_actor_set_y (self, y); g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_get_fixed_position_set: * @self: A #ClutterActor * * Checks whether an actor has a fixed position set (and will thus be * unaffected by any layout manager). * * Return value: %TRUE if the fixed position is set on the actor * * Since: 0.8 */ gboolean clutter_actor_get_fixed_position_set (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); return self->priv->position_set; } /** * clutter_actor_set_fixed_position_set: * @self: A #ClutterActor * @is_set: whether to use fixed position * * Sets whether an actor has a fixed position set (and will thus be * unaffected by any layout manager). * * Since: 0.8 */ void clutter_actor_set_fixed_position_set (ClutterActor *self, gboolean is_set) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (self->priv->position_set == (is_set != FALSE)) return; self->priv->position_set = is_set != FALSE; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_FIXED_POSITION_SET]); clutter_actor_queue_relayout (self); } /** * clutter_actor_move_by: * @self: A #ClutterActor * @dx: Distance to move Actor on X axis. * @dy: Distance to move Actor on Y axis. * * Moves an actor by the specified distance relative to its current * position in pixels. * * This function modifies the fixed position of an actor and thus removes * it from any layout management. Another way to move an actor is with an * anchor point, see clutter_actor_set_anchor_point(). * * Since: 0.2 */ void clutter_actor_move_by (ClutterActor *self, gfloat dx, gfloat dy) { ClutterActorPrivate *priv; gfloat x, y; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; x = priv->fixed_x; y = priv->fixed_y; clutter_actor_set_position (self, x + dx, y + dy); } static void clutter_actor_set_min_width (ClutterActor *self, gfloat min_width) { ClutterActorPrivate *priv = self->priv; ClutterActorBox old = { 0, }; /* if we are setting the size on a top-level actor and the * backend only supports static top-levels (e.g. framebuffers) * then we ignore the passed value and we override it with * the stage implementation's preferred size. */ if (CLUTTER_ACTOR_IS_TOPLEVEL (self) && clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC)) return; if (priv->min_width_set && min_width == priv->request_min_width) return; g_object_freeze_notify (G_OBJECT (self)); clutter_actor_store_old_geometry (self, &old); priv->request_min_width = min_width; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH]); clutter_actor_set_min_width_set (self, TRUE); clutter_actor_notify_if_geometry_changed (self, &old); g_object_thaw_notify (G_OBJECT (self)); clutter_actor_queue_relayout (self); } static void clutter_actor_set_min_height (ClutterActor *self, gfloat min_height) { ClutterActorPrivate *priv = self->priv; ClutterActorBox old = { 0, }; /* if we are setting the size on a top-level actor and the * backend only supports static top-levels (e.g. framebuffers) * then we ignore the passed value and we override it with * the stage implementation's preferred size. */ if (CLUTTER_ACTOR_IS_TOPLEVEL (self) && clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC)) return; if (priv->min_height_set && min_height == priv->request_min_height) return; g_object_freeze_notify (G_OBJECT (self)); clutter_actor_store_old_geometry (self, &old); priv->request_min_height = min_height; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT]); clutter_actor_set_min_height_set (self, TRUE); clutter_actor_notify_if_geometry_changed (self, &old); g_object_thaw_notify (G_OBJECT (self)); clutter_actor_queue_relayout (self); } static void clutter_actor_set_natural_width (ClutterActor *self, gfloat natural_width) { ClutterActorPrivate *priv = self->priv; ClutterActorBox old = { 0, }; /* if we are setting the size on a top-level actor and the * backend only supports static top-levels (e.g. framebuffers) * then we ignore the passed value and we override it with * the stage implementation's preferred size. */ if (CLUTTER_ACTOR_IS_TOPLEVEL (self) && clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC)) return; if (priv->natural_width_set && natural_width == priv->request_natural_width) return; g_object_freeze_notify (G_OBJECT (self)); clutter_actor_store_old_geometry (self, &old); priv->request_natural_width = natural_width; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH]); clutter_actor_set_natural_width_set (self, TRUE); clutter_actor_notify_if_geometry_changed (self, &old); g_object_thaw_notify (G_OBJECT (self)); clutter_actor_queue_relayout (self); } static void clutter_actor_set_natural_height (ClutterActor *self, gfloat natural_height) { ClutterActorPrivate *priv = self->priv; ClutterActorBox old = { 0, }; /* if we are setting the size on a top-level actor and the * backend only supports static top-levels (e.g. framebuffers) * then we ignore the passed value and we override it with * the stage implementation's preferred size. */ if (CLUTTER_ACTOR_IS_TOPLEVEL (self) && clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC)) return; if (priv->natural_height_set && natural_height == priv->request_natural_height) return; g_object_freeze_notify (G_OBJECT (self)); clutter_actor_store_old_geometry (self, &old); priv->request_natural_height = natural_height; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT]); clutter_actor_set_natural_height_set (self, TRUE); clutter_actor_notify_if_geometry_changed (self, &old); g_object_thaw_notify (G_OBJECT (self)); clutter_actor_queue_relayout (self); } static void clutter_actor_set_min_width_set (ClutterActor *self, gboolean use_min_width) { ClutterActorPrivate *priv = self->priv; ClutterActorBox old = { 0, }; if (priv->min_width_set == (use_min_width != FALSE)) return; clutter_actor_store_old_geometry (self, &old); priv->min_width_set = use_min_width != FALSE; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_WIDTH_SET]); clutter_actor_notify_if_geometry_changed (self, &old); clutter_actor_queue_relayout (self); } static void clutter_actor_set_min_height_set (ClutterActor *self, gboolean use_min_height) { ClutterActorPrivate *priv = self->priv; ClutterActorBox old = { 0, }; if (priv->min_height_set == (use_min_height != FALSE)) return; clutter_actor_store_old_geometry (self, &old); priv->min_height_set = use_min_height != FALSE; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_MIN_HEIGHT_SET]); clutter_actor_notify_if_geometry_changed (self, &old); clutter_actor_queue_relayout (self); } static void clutter_actor_set_natural_width_set (ClutterActor *self, gboolean use_natural_width) { ClutterActorPrivate *priv = self->priv; ClutterActorBox old = { 0, }; if (priv->natural_width_set == (use_natural_width != FALSE)) return; clutter_actor_store_old_geometry (self, &old); priv->natural_width_set = use_natural_width != FALSE; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_WIDTH_SET]); clutter_actor_notify_if_geometry_changed (self, &old); clutter_actor_queue_relayout (self); } static void clutter_actor_set_natural_height_set (ClutterActor *self, gboolean use_natural_height) { ClutterActorPrivate *priv = self->priv; ClutterActorBox old = { 0, }; if (priv->natural_height_set == (use_natural_height != FALSE)) return; clutter_actor_store_old_geometry (self, &old); priv->natural_height_set = use_natural_height != FALSE; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NATURAL_HEIGHT_SET]); clutter_actor_notify_if_geometry_changed (self, &old); clutter_actor_queue_relayout (self); } /** * clutter_actor_set_request_mode: * @self: a #ClutterActor * @mode: the request mode * * Sets the geometry request mode of @self. * * The @mode determines the order for invoking * clutter_actor_get_preferred_width() and * clutter_actor_get_preferred_height() * * Since: 1.2 */ void clutter_actor_set_request_mode (ClutterActor *self, ClutterRequestMode mode) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (priv->request_mode == mode) return; priv->request_mode = mode; priv->needs_width_request = TRUE; priv->needs_height_request = TRUE; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_REQUEST_MODE]); clutter_actor_queue_relayout (self); } /** * clutter_actor_get_request_mode: * @self: a #ClutterActor * * Retrieves the geometry request mode of @self * * Return value: the request mode for the actor * * Since: 1.2 */ ClutterRequestMode clutter_actor_get_request_mode (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_REQUEST_HEIGHT_FOR_WIDTH); return self->priv->request_mode; } /* variant of set_width() without checks and without notification * freeze+thaw, for internal usage only */ static inline void clutter_actor_set_width_internal (ClutterActor *self, gfloat width) { if (width >= 0) { /* the Stage will use the :min-width to control the minimum * width to be resized to, so we should not be setting it * along with the :natural-width */ if (!CLUTTER_ACTOR_IS_TOPLEVEL (self)) clutter_actor_set_min_width (self, width); clutter_actor_set_natural_width (self, width); } else { /* we only unset the :natural-width for the Stage */ if (!CLUTTER_ACTOR_IS_TOPLEVEL (self)) clutter_actor_set_min_width_set (self, FALSE); clutter_actor_set_natural_width_set (self, FALSE); } } /* variant of set_height() without checks and without notification * freeze+thaw, for internal usage only */ static inline void clutter_actor_set_height_internal (ClutterActor *self, gfloat height) { if (height >= 0) { /* see the comment above in set_width_internal() */ if (!CLUTTER_ACTOR_IS_TOPLEVEL (self)) clutter_actor_set_min_height (self, height); clutter_actor_set_natural_height (self, height); } else { /* see the comment above in set_width_internal() */ if (!CLUTTER_ACTOR_IS_TOPLEVEL (self)) clutter_actor_set_min_height_set (self, FALSE); clutter_actor_set_natural_height_set (self, FALSE); } } /** * clutter_actor_set_size * @self: A #ClutterActor * @width: New width of actor in pixels, or -1 * @height: New height of actor in pixels, or -1 * * Sets the actor's size request in pixels. This overrides any * "normal" size request the actor would have. For example * a text actor might normally request the size of the text; * this function would force a specific size instead. * * If @width and/or @height are -1 the actor will use its * "normal" size request instead of overriding it, i.e. * you can "unset" the size with -1. * * This function sets or unsets both the minimum and natural size. */ void clutter_actor_set_size (ClutterActor *self, gfloat width, gfloat height) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_object_freeze_notify (G_OBJECT (self)); clutter_actor_set_width_internal (self, width); clutter_actor_set_height_internal (self, height); g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_get_size: * @self: A #ClutterActor * @width: (out) (allow-none): return location for the width, or %NULL. * @height: (out) (allow-none): return location for the height, or %NULL. * * This function tries to "do what you mean" and return * the size an actor will have. If the actor has a valid * allocation, the allocation will be returned; otherwise, * the actors natural size request will be returned. * * If you care whether you get the request vs. the allocation, you * should probably call a different function like * clutter_actor_get_allocation_box() or * clutter_actor_get_preferred_width(). * * Since: 0.2 */ void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (width) *width = clutter_actor_get_width (self); if (height) *height = clutter_actor_get_height (self); } /** * clutter_actor_get_position: * @self: a #ClutterActor * @x: (out) (allow-none): return location for the X coordinate, or %NULL * @y: (out) (allow-none): return location for the Y coordinate, or %NULL * * This function tries to "do what you mean" and tell you where the * actor is, prior to any transformations. Retrieves the fixed * position of an actor in pixels, if one has been set; otherwise, if * the allocation is valid, returns the actor's allocated position; * otherwise, returns 0,0. * * The returned position is in pixels. * * Since: 0.6 */ void clutter_actor_get_position (ClutterActor *self, gfloat *x, gfloat *y) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (x) *x = clutter_actor_get_x (self); if (y) *y = clutter_actor_get_y (self); } /** * clutter_actor_get_transformed_position: * @self: A #ClutterActor * @x: (out) (allow-none): return location for the X coordinate, or %NULL * @y: (out) (allow-none): return location for the Y coordinate, or %NULL * * Gets the absolute position of an actor, in pixels relative to the stage. * * Since: 0.8 */ void clutter_actor_get_transformed_position (ClutterActor *self, gfloat *x, gfloat *y) { ClutterVertex v1; ClutterVertex v2; v1.x = v1.y = v1.z = 0; clutter_actor_apply_transform_to_point (self, &v1, &v2); if (x) *x = v2.x; if (y) *y = v2.y; } /** * clutter_actor_get_transformed_size: * @self: A #ClutterActor * @width: (out) (allow-none): return location for the width, or %NULL * @height: (out) (allow-none): return location for the height, or %NULL * * Gets the absolute size of an actor in pixels, taking into account the * scaling factors. * * If the actor has a valid allocation, the allocated size will be used. * If the actor has not a valid allocation then the preferred size will * be transformed and returned. * * If you want the transformed allocation, see * clutter_actor_get_abs_allocation_vertices() instead. * * When the actor (or one of its ancestors) is rotated around the * X or Y axis, it no longer appears as on the stage as a rectangle, but * as a generic quadrangle; in that case this function returns the size * of the smallest rectangle that encapsulates the entire quad. Please * note that in this case no assumptions can be made about the relative * position of this envelope to the absolute position of the actor, as * returned by clutter_actor_get_transformed_position(); if you need this * information, you need to use clutter_actor_get_abs_allocation_vertices() * to get the coords of the actual quadrangle. * * Since: 0.8 */ void clutter_actor_get_transformed_size (ClutterActor *self, gfloat *width, gfloat *height) { ClutterActorPrivate *priv; ClutterVertex v[4]; gfloat x_min, x_max, y_min, y_max; gint i; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; /* if the actor hasn't been allocated yet, get the preferred * size and transform that */ if (priv->needs_allocation) { gfloat natural_width, natural_height; ClutterActorBox box; /* Make a fake allocation to transform. * * NB: _clutter_actor_transform_and_project_box expects a box in * the actor's coordinate space... */ box.x1 = 0; box.y1 = 0; natural_width = natural_height = 0; clutter_actor_get_preferred_size (self, NULL, NULL, &natural_width, &natural_height); box.x2 = natural_width; box.y2 = natural_height; _clutter_actor_transform_and_project_box (self, &box, v); } else clutter_actor_get_abs_allocation_vertices (self, v); x_min = x_max = v[0].x; y_min = y_max = v[0].y; for (i = 1; i < G_N_ELEMENTS (v); ++i) { if (v[i].x < x_min) x_min = v[i].x; if (v[i].x > x_max) x_max = v[i].x; if (v[i].y < y_min) y_min = v[i].y; if (v[i].y > y_max) y_max = v[i].y; } if (width) *width = x_max - x_min; if (height) *height = y_max - y_min; } /** * clutter_actor_get_width: * @self: A #ClutterActor * * Retrieves the width of a #ClutterActor. * * If the actor has a valid allocation, this function will return the * width of the allocated area given to the actor. * * If the actor does not have a valid allocation, this function will * return the actor's natural width, that is the preferred width of * the actor. * * If you care whether you get the preferred width or the width that * has been assigned to the actor, you should probably call a different * function like clutter_actor_get_allocation_box() to retrieve the * allocated size or clutter_actor_get_preferred_width() to retrieve the * preferred width. * * If an actor has a fixed width, for instance a width that has been * assigned using clutter_actor_set_width(), the width returned will * be the same value. * * Return value: the width of the actor, in pixels */ gfloat clutter_actor_get_width (ClutterActor *self) { ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); priv = self->priv; if (priv->needs_allocation) { gfloat natural_width = 0; if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH) clutter_actor_get_preferred_width (self, -1, NULL, &natural_width); else { gfloat natural_height = 0; clutter_actor_get_preferred_height (self, -1, NULL, &natural_height); clutter_actor_get_preferred_width (self, natural_height, NULL, &natural_width); } return natural_width; } else return priv->allocation.x2 - priv->allocation.x1; } /** * clutter_actor_get_height: * @self: A #ClutterActor * * Retrieves the height of a #ClutterActor. * * If the actor has a valid allocation, this function will return the * height of the allocated area given to the actor. * * If the actor does not have a valid allocation, this function will * return the actor's natural height, that is the preferred height of * the actor. * * If you care whether you get the preferred height or the height that * has been assigned to the actor, you should probably call a different * function like clutter_actor_get_allocation_box() to retrieve the * allocated size or clutter_actor_get_preferred_height() to retrieve the * preferred height. * * If an actor has a fixed height, for instance a height that has been * assigned using clutter_actor_set_height(), the height returned will * be the same value. * * Return value: the height of the actor, in pixels */ gfloat clutter_actor_get_height (ClutterActor *self) { ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); priv = self->priv; if (priv->needs_allocation) { gfloat natural_height = 0; if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH) { gfloat natural_width = 0; clutter_actor_get_preferred_width (self, -1, NULL, &natural_width); clutter_actor_get_preferred_height (self, natural_width, NULL, &natural_height); } else clutter_actor_get_preferred_height (self, -1, NULL, &natural_height); return natural_height; } else return priv->allocation.y2 - priv->allocation.y1; } /** * clutter_actor_set_width * @self: A #ClutterActor * @width: Requested new width for the actor, in pixels, or -1 * * Forces a width on an actor, causing the actor's preferred width * and height (if any) to be ignored. * * If @width is -1 the actor will use its preferred width request * instead of overriding it, i.e. you can "unset" the width with -1. * * This function sets both the minimum and natural size of the actor. * * since: 0.2 */ void clutter_actor_set_width (ClutterActor *self, gfloat width) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_object_freeze_notify (G_OBJECT (self)); clutter_actor_set_width_internal (self, width); g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_set_height * @self: A #ClutterActor * @height: Requested new height for the actor, in pixels, or -1 * * Forces a height on an actor, causing the actor's preferred width * and height (if any) to be ignored. * * If @height is -1 the actor will use its preferred height instead of * overriding it, i.e. you can "unset" the height with -1. * * This function sets both the minimum and natural size of the actor. * * since: 0.2 */ void clutter_actor_set_height (ClutterActor *self, gfloat height) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_object_freeze_notify (G_OBJECT (self)); clutter_actor_set_height_internal (self, height); g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_set_x: * @self: a #ClutterActor * @x: the actor's position on the X axis * * Sets the actor's X coordinate, relative to its parent, in pixels. * * Overrides any layout manager and forces a fixed position for * the actor. * * Since: 0.6 */ void clutter_actor_set_x (ClutterActor *self, gfloat x) { ClutterActorBox old = { 0, }; ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (priv->position_set && priv->fixed_x == x) return; clutter_actor_store_old_geometry (self, &old); priv->fixed_x = x; clutter_actor_set_fixed_position_set (self, TRUE); clutter_actor_notify_if_geometry_changed (self, &old); clutter_actor_queue_relayout (self); } /** * clutter_actor_set_y: * @self: a #ClutterActor * @y: the actor's position on the Y axis * * Sets the actor's Y coordinate, relative to its parent, in pixels.# * * Overrides any layout manager and forces a fixed position for * the actor. * * Since: 0.6 */ void clutter_actor_set_y (ClutterActor *self, gfloat y) { ClutterActorBox old = { 0, }; ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (priv->position_set && priv->fixed_y == y) return; clutter_actor_store_old_geometry (self, &old); priv->fixed_y = y; clutter_actor_set_fixed_position_set (self, TRUE); clutter_actor_notify_if_geometry_changed (self, &old); clutter_actor_queue_relayout (self); } /** * clutter_actor_get_x * @self: A #ClutterActor * * Retrieves the X coordinate of a #ClutterActor. * * This function tries to "do what you mean", by returning the * correct value depending on the actor's state. * * If the actor has a valid allocation, this function will return * the X coordinate of the origin of the allocation box. * * If the actor has any fixed coordinate set using clutter_actor_set_x(), * clutter_actor_set_position() or clutter_actor_set_geometry(), this * function will return that coordinate. * * If both the allocation and a fixed position are missing, this function * will return 0. * * Return value: the X coordinate, in pixels, ignoring any * transformation (i.e. scaling, rotation) */ gfloat clutter_actor_get_x (ClutterActor *self) { ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); priv = self->priv; if (priv->needs_allocation) { if (priv->position_set) return priv->fixed_x; else return 0; } else return priv->allocation.x1; } /** * clutter_actor_get_y * @self: A #ClutterActor * * Retrieves the Y coordinate of a #ClutterActor. * * This function tries to "do what you mean", by returning the * correct value depending on the actor's state. * * If the actor has a valid allocation, this function will return * the Y coordinate of the origin of the allocation box. * * If the actor has any fixed coordinate set using clutter_actor_set_y(), * clutter_actor_set_position() or clutter_actor_set_geometry(), this * function will return that coordinate. * * If both the allocation and a fixed position are missing, this function * will return 0. * * Return value: the Y coordinate, in pixels, ignoring any * transformation (i.e. scaling, rotation) */ gfloat clutter_actor_get_y (ClutterActor *self) { ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); priv = self->priv; if (priv->needs_allocation) { if (priv->position_set) return priv->fixed_y; else return 0; } else return priv->allocation.y1; } /** * clutter_actor_set_scale: * @self: A #ClutterActor * @scale_x: double factor to scale actor by horizontally. * @scale_y: double factor to scale actor by vertically. * * Scales an actor with the given factors. The scaling is relative to * the scale center and the anchor point. The scale center is * unchanged by this function and defaults to 0,0. * * Since: 0.2 */ void clutter_actor_set_scale (ClutterActor *self, gdouble scale_x, gdouble scale_y) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; priv->transform_valid = FALSE; g_object_freeze_notify (G_OBJECT (self)); priv->scale_x = scale_x; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_SCALE_X]); priv->scale_y = scale_y; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_SCALE_Y]); clutter_actor_queue_redraw (self); g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_set_scale_full: * @self: A #ClutterActor * @scale_x: double factor to scale actor by horizontally. * @scale_y: double factor to scale actor by vertically. * @center_x: X coordinate of the center of the scale. * @center_y: Y coordinate of the center of the scale * * Scales an actor with the given factors around the given center * point. The center point is specified in pixels relative to the * anchor point (usually the top left corner of the actor). * * Since: 1.0 */ void clutter_actor_set_scale_full (ClutterActor *self, gdouble scale_x, gdouble scale_y, gfloat center_x, gfloat center_y) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; g_object_freeze_notify (G_OBJECT (self)); clutter_actor_set_scale (self, scale_x, scale_y); priv->transform_valid = FALSE; if (priv->scale_center.is_fractional) g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_SCALE_GRAVITY]); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_SCALE_CENTER_X]); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_SCALE_CENTER_Y]); clutter_anchor_coord_set_units (&priv->scale_center, center_x, center_y, 0); g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_set_scale_with_gravity: * @self: A #ClutterActor * @scale_x: double factor to scale actor by horizontally. * @scale_y: double factor to scale actor by vertically. * @gravity: the location of the scale center expressed as a compass * direction. * * Scales an actor with the given factors around the given * center point. The center point is specified as one of the compass * directions in #ClutterGravity. For example, setting it to north * will cause the top of the actor to remain unchanged and the rest of * the actor to expand left, right and downwards. * * Since: 1.0 */ void clutter_actor_set_scale_with_gravity (ClutterActor *self, gdouble scale_x, gdouble scale_y, ClutterGravity gravity) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (gravity == CLUTTER_GRAVITY_NONE) clutter_actor_set_scale_full (self, scale_x, scale_y, 0, 0); else { g_object_freeze_notify (G_OBJECT (self)); clutter_actor_set_scale (self, scale_x, scale_y); priv->transform_valid = FALSE; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_SCALE_GRAVITY]); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_SCALE_CENTER_X]); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_SCALE_CENTER_Y]); clutter_anchor_coord_set_gravity (&priv->scale_center, gravity); g_object_thaw_notify (G_OBJECT (self)); } } /** * clutter_actor_get_scale: * @self: A #ClutterActor * @scale_x: (out) (allow-none): Location to store horizonal * scale factor, or %NULL. * @scale_y: (out) (allow-none): Location to store vertical * scale factor, or %NULL. * * Retrieves an actors scale factors. * * Since: 0.2 */ void clutter_actor_get_scale (ClutterActor *self, gdouble *scale_x, gdouble *scale_y) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (scale_x) *scale_x = self->priv->scale_x; if (scale_y) *scale_y = self->priv->scale_y; } /** * clutter_actor_get_scale_center: * @self: A #ClutterActor * @center_x: (out) (allow-none): Location to store the X position * of the scale center, or %NULL. * @center_y: (out) (allow-none): Location to store the Y position * of the scale center, or %NULL. * * Retrieves the scale center coordinate in pixels relative to the top * left corner of the actor. If the scale center was specified using a * #ClutterGravity this will calculate the pixel offset using the * current size of the actor. * * Since: 1.0 */ void clutter_actor_get_scale_center (ClutterActor *self, gfloat *center_x, gfloat *center_y) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_anchor_coord_get_units (self, &self->priv->scale_center, center_x, center_y, NULL); } /** * clutter_actor_get_scale_gravity: * @self: A #ClutterActor * * Retrieves the scale center as a compass direction. If the scale * center was specified in pixels or units this will return * %CLUTTER_GRAVITY_NONE. * * Return value: the scale gravity * * Since: 1.0 */ ClutterGravity clutter_actor_get_scale_gravity (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE); return clutter_anchor_coord_get_gravity (&self->priv->scale_center); } /** * clutter_actor_set_opacity: * @self: A #ClutterActor * @opacity: New opacity value for the actor. * * Sets the actor's opacity, with zero being completely transparent and * 255 (0xff) being fully opaque. */ void clutter_actor_set_opacity (ClutterActor *self, guint8 opacity) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (priv->opacity != opacity) { priv->opacity = opacity; clutter_actor_queue_redraw (self); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_OPACITY]); } } /* * clutter_actor_get_paint_opacity_internal: * @self: a #ClutterActor * * Retrieves the absolute opacity of the actor, as it appears on the stage * * This function does not do type checks * * Return value: the absolute opacity of the actor */ static guint8 clutter_actor_get_paint_opacity_internal (ClutterActor *self) { ClutterActorPrivate *priv = self->priv; ClutterActor *parent; /* override the top-level opacity to always be 255; even in * case of ClutterStage:use-alpha being TRUE we want the rest * of the scene to be painted */ if (CLUTTER_ACTOR_IS_TOPLEVEL (self)) return 255; if (priv->opacity_override >= 0) return priv->opacity_override; parent = priv->parent_actor; /* Factor in the actual actors opacity with parents */ if (parent != NULL) { guint8 opacity = clutter_actor_get_paint_opacity_internal (parent); if (opacity != 0xff) return (opacity * priv->opacity) / 0xff; } return priv->opacity; } /** * clutter_actor_get_paint_opacity: * @self: A #ClutterActor * * Retrieves the absolute opacity of the actor, as it appears on the stage. * * This function traverses the hierarchy chain and composites the opacity of * the actor with that of its parents. * * This function is intended for subclasses to use in the paint virtual * function, to paint themselves with the correct opacity. * * Return value: The actor opacity value. * * Since: 0.8 */ guint8 clutter_actor_get_paint_opacity (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); return clutter_actor_get_paint_opacity_internal (self); } /** * clutter_actor_get_opacity: * @self: a #ClutterActor * * Retrieves the opacity value of an actor, as set by * clutter_actor_set_opacity(). * * For retrieving the absolute opacity of the actor inside a paint * virtual function, see clutter_actor_get_paint_opacity(). * * Return value: the opacity of the actor */ guint8 clutter_actor_get_opacity (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); return self->priv->opacity; } /** * clutter_actor_set_name: * @self: A #ClutterActor * @name: Textual tag to apply to actor * * Sets the given name to @self. The name can be used to identify * a #ClutterActor. */ void clutter_actor_set_name (ClutterActor *self, const gchar *name) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_free (self->priv->name); self->priv->name = g_strdup (name); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_NAME]); } /** * clutter_actor_get_name: * @self: A #ClutterActor * * Retrieves the name of @self. * * Return value: the name of the actor, or %NULL. The returned string is * owned by the actor and should not be modified or freed. */ G_CONST_RETURN gchar * clutter_actor_get_name (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); return self->priv->name; } /** * clutter_actor_get_gid: * @self: A #ClutterActor * * Retrieves the unique id for @self. * * Return value: Globally unique value for this object instance. * * Since: 0.6 */ guint32 clutter_actor_get_gid (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); return self->priv->id; } /** * clutter_actor_set_depth: * @self: a #ClutterActor * @depth: Z co-ord * * Sets the Z coordinate of @self to @depth. * * The unit used by @depth is dependant on the perspective setup. See * also clutter_stage_set_perspective(). */ void clutter_actor_set_depth (ClutterActor *self, gfloat depth) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (priv->z != depth) { /* Sets Z value - XXX 2.0: should we invert? */ priv->z = depth; if (priv->parent_actor && CLUTTER_IS_CONTAINER (priv->parent_actor)) { ClutterContainer *parent; /* We need to resort the container stacking order as to * correctly render alpha values. * * FIXME: This is sub-optimal. maybe queue the sort * before stacking */ parent = CLUTTER_CONTAINER (priv->parent_actor); clutter_container_sort_depth_order (parent); } priv->transform_valid = FALSE; clutter_actor_queue_redraw (self); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DEPTH]); } } /** * clutter_actor_get_depth: * @self: a #ClutterActor * * Retrieves the depth of @self. * * Return value: the depth of the actor */ gfloat clutter_actor_get_depth (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1); return self->priv->z; } /** * clutter_actor_set_rotation: * @self: a #ClutterActor * @axis: the axis of rotation * @angle: the angle of rotation * @x: X coordinate of the rotation center * @y: Y coordinate of the rotation center * @z: Z coordinate of the rotation center * * Sets the rotation angle of @self around the given axis. * * The rotation center coordinates used depend on the value of @axis: * * %CLUTTER_X_AXIS requires @y and @z * %CLUTTER_Y_AXIS requires @x and @z * %CLUTTER_Z_AXIS requires @x and @y * * * The rotation coordinates are relative to the anchor point of the * actor, set using clutter_actor_set_anchor_point(). If no anchor * point is set, the upper left corner is assumed as the origin. * * Since: 0.8 */ void clutter_actor_set_rotation (ClutterActor *self, ClutterRotateAxis axis, gdouble angle, gfloat x, gfloat y, gfloat z) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; g_object_freeze_notify (G_OBJECT (self)); clutter_actor_set_rotation_internal (self, axis, angle); switch (axis) { case CLUTTER_X_AXIS: clutter_anchor_coord_set_units (&priv->rx_center, x, y, z); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ROTATION_CENTER_X]); break; case CLUTTER_Y_AXIS: clutter_anchor_coord_set_units (&priv->ry_center, x, y, z); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ROTATION_CENTER_Y]); break; case CLUTTER_Z_AXIS: if (priv->rz_center.is_fractional) g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]); clutter_anchor_coord_set_units (&priv->rz_center, x, y, z); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ROTATION_CENTER_Z]); break; } priv->transform_valid = FALSE; g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_set_z_rotation_from_gravity: * @self: a #ClutterActor * @angle: the angle of rotation * @gravity: the center point of the rotation * * Sets the rotation angle of @self around the Z axis using the center * point specified as a compass point. For example to rotate such that * the center of the actor remains static you can use * %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point * will move accordingly. * * Since: 1.0 */ void clutter_actor_set_z_rotation_from_gravity (ClutterActor *self, gdouble angle, ClutterGravity gravity) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (gravity == CLUTTER_GRAVITY_NONE) clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0); else { priv = self->priv; g_object_freeze_notify (G_OBJECT (self)); clutter_actor_set_rotation_internal (self, CLUTTER_Z_AXIS, angle); clutter_anchor_coord_set_gravity (&priv->rz_center, gravity); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ROTATION_CENTER_Z_GRAVITY]); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ROTATION_CENTER_Z]); g_object_thaw_notify (G_OBJECT (self)); } } /** * clutter_actor_get_rotation: * @self: a #ClutterActor * @axis: the axis of rotation * @x: (out): return value for the X coordinate of the center of rotation * @y: (out): return value for the Y coordinate of the center of rotation * @z: (out): return value for the Z coordinate of the center of rotation * * Retrieves the angle and center of rotation on the given axis, * set using clutter_actor_set_rotation(). * * Return value: the angle of rotation * * Since: 0.8 */ gdouble clutter_actor_get_rotation (ClutterActor *self, ClutterRotateAxis axis, gfloat *x, gfloat *y, gfloat *z) { ClutterActorPrivate *priv; gdouble retval = 0; AnchorCoord *anchor_coord = NULL; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); priv = self->priv; switch (axis) { case CLUTTER_X_AXIS: anchor_coord = &priv->rx_center; retval = priv->rxang; break; case CLUTTER_Y_AXIS: anchor_coord = &priv->ry_center; retval = priv->ryang; break; case CLUTTER_Z_AXIS: anchor_coord = &priv->rz_center; retval = priv->rzang; break; } clutter_anchor_coord_get_units (self, anchor_coord, x, y, z); return retval; } /** * clutter_actor_get_z_rotation_gravity: * @self: A #ClutterActor * * Retrieves the center for the rotation around the Z axis as a * compass direction. If the center was specified in pixels or units * this will return %CLUTTER_GRAVITY_NONE. * * Return value: the Z rotation center * * Since: 1.0 */ ClutterGravity clutter_actor_get_z_rotation_gravity (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0); return clutter_anchor_coord_get_gravity (&self->priv->rz_center); } /** * clutter_actor_set_clip: * @self: A #ClutterActor * @xoff: X offset of the clip rectangle * @yoff: Y offset of the clip rectangle * @width: Width of the clip rectangle * @height: Height of the clip rectangle * * Sets clip area for @self. The clip area is always computed from the * upper left corner of the actor, even if the anchor point is set * otherwise. * * Since: 0.6 */ void clutter_actor_set_clip (ClutterActor *self, gfloat xoff, gfloat yoff, gfloat width, gfloat height) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (priv->has_clip && priv->clip[0] == xoff && priv->clip[1] == yoff && priv->clip[2] == width && priv->clip[3] == height) return; priv->clip[0] = xoff; priv->clip[1] = yoff; priv->clip[2] = width; priv->clip[3] = height; priv->has_clip = TRUE; clutter_actor_queue_redraw (self); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP]); } /** * clutter_actor_remove_clip * @self: A #ClutterActor * * Removes clip area from @self. */ void clutter_actor_remove_clip (ClutterActor *self) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (!self->priv->has_clip) return; self->priv->has_clip = FALSE; clutter_actor_queue_redraw (self); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_CLIP]); } /** * clutter_actor_has_clip: * @self: a #ClutterActor * * Determines whether the actor has a clip area set or not. * * Return value: %TRUE if the actor has a clip area set. * * Since: 0.1.1 */ gboolean clutter_actor_has_clip (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); return self->priv->has_clip; } /** * clutter_actor_get_clip: * @self: a #ClutterActor * @xoff: (out) (allow-none): return location for the X offset of * the clip rectangle, or %NULL * @yoff: (out) (allow-none): return location for the Y offset of * the clip rectangle, or %NULL * @width: (out) (allow-none): return location for the width of * the clip rectangle, or %NULL * @height: (out) (allow-none): return location for the height of * the clip rectangle, or %NULL * * Gets the clip area for @self, if any is set * * Since: 0.6 */ void clutter_actor_get_clip (ClutterActor *self, gfloat *xoff, gfloat *yoff, gfloat *width, gfloat *height) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (!priv->has_clip) return; if (xoff) *xoff = priv->clip[0]; if (yoff) *yoff = priv->clip[1]; if (width) *width = priv->clip[2]; if (height) *height = priv->clip[3]; } /** * clutter_actor_set_parent: * @self: A #ClutterActor * @parent: A new #ClutterActor parent * * Sets the parent of @self to @parent. The opposite function is * clutter_actor_unparent(). * * This function should not be used by applications, but by custom * container actor subclasses. */ void clutter_actor_set_parent (ClutterActor *self, ClutterActor *parent) { ClutterActorPrivate *priv; ClutterActorPrivate *parent_priv; ClutterTextDirection text_dir; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (CLUTTER_IS_ACTOR (parent)); g_return_if_fail (self != parent); priv = self->priv; if (priv->parent_actor != NULL) { g_warning ("Cannot set a parent on an actor which has a parent.\n" "You must use clutter_actor_unparent() first.\n"); return; } if (CLUTTER_ACTOR_IS_TOPLEVEL (self)) { g_warning ("Cannot set a parent on a toplevel actor\n"); return; } if (CLUTTER_ACTOR_IN_DESTRUCTION (self)) { g_warning ("Cannot set a parent currently being destroyed"); return; } g_object_ref_sink (self); priv->parent_actor = parent; /* Maintain an explicit list of children for every actor... */ parent_priv = parent->priv; parent_priv->children = g_list_prepend (parent_priv->children, self); parent_priv->n_children++; /* if push_internal() has been called then we automatically set * the flag on the actor */ if (parent->priv->internal_child) CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_INTERNAL_CHILD); /* clutter_actor_reparent() will emit ::parent-set for us */ if (!CLUTTER_ACTOR_IN_REPARENT (self)) g_signal_emit (self, actor_signals[PARENT_SET], 0, NULL); /* If parent is mapped or realized, we need to also be mapped or * realized once we're inside the parent. */ clutter_actor_update_map_state (self, MAP_STATE_CHECK); /* propagate the parent's text direction to the child */ text_dir = clutter_actor_get_text_direction (parent); clutter_actor_set_text_direction (self, text_dir); if (priv->show_on_set_parent) clutter_actor_show (self); if (CLUTTER_ACTOR_IS_MAPPED (self)) clutter_actor_queue_redraw (self); /* maintain the invariant that if an actor needs layout, * its parents do as well */ if (priv->needs_width_request || priv->needs_height_request || priv->needs_allocation) { /* we work around the short-circuiting we do * in clutter_actor_queue_relayout() since we * want to force a relayout */ priv->needs_width_request = TRUE; priv->needs_height_request = TRUE; priv->needs_allocation = TRUE; clutter_actor_queue_relayout (priv->parent_actor); } } /** * clutter_actor_get_parent: * @self: A #ClutterActor * * Retrieves the parent of @self. * * Return Value: (transfer none): The #ClutterActor parent, or %NULL * if no parent is set */ ClutterActor * clutter_actor_get_parent (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); return self->priv->parent_actor; } /** * clutter_actor_get_paint_visibility: * @self: A #ClutterActor * * Retrieves the 'paint' visibility of an actor recursively checking for non * visible parents. * * This is by definition the same as CLUTTER_ACTOR_IS_MAPPED(). * * Return Value: TRUE if the actor is visibile and will be painted. * * Since: 0.8.4 */ gboolean clutter_actor_get_paint_visibility (ClutterActor *actor) { g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE); return CLUTTER_ACTOR_IS_MAPPED (actor); } static ClutterActorTraverseVisitFlags invalidate_queue_redraw_entry (ClutterActor *self, int depth, gpointer user_data) { ClutterActorPrivate *priv = self->priv; if (priv->queue_redraw_entry != NULL) { _clutter_stage_queue_redraw_entry_invalidate (priv->queue_redraw_entry); priv->queue_redraw_entry = NULL; } return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE; } /** * clutter_actor_unparent: * @self: a #ClutterActor * * Removes the parent of @self. * * This function should not be used in applications. * * This function should only be called by implementations of the * #ClutterContainer interface, or by composite actors that do * not implicitly create their children. * * Since: 0.1.1 */ void clutter_actor_unparent (ClutterActor *self) { ClutterActorPrivate *priv; ClutterActor *old_parent; ClutterActorPrivate *old_parent_priv; gboolean was_mapped; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (priv->parent_actor == NULL) return; /* We take this opportunity to invalidate any queue redraw entry * associated with the actor and descendants since we won't be able to * determine the appropriate stage after this. */ _clutter_actor_traverse (self, 0, invalidate_queue_redraw_entry, NULL, NULL); was_mapped = CLUTTER_ACTOR_IS_MAPPED (self); /* we need to unrealize *before* we set parent_actor to NULL, * because in an unrealize method actors are dissociating from the * stage, which means they need to be able to * clutter_actor_get_stage(). This should unmap and unrealize, * unless we're reparenting. */ clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNREALIZED); old_parent = priv->parent_actor; priv->parent_actor = NULL; /* clutter_actor_reparent() will emit ::parent-set for us */ if (!CLUTTER_ACTOR_IN_REPARENT (self)) g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent); old_parent_priv = old_parent->priv; old_parent_priv->children = g_list_remove (old_parent_priv->children, self); old_parent_priv->n_children--; /* Queue a redraw on old_parent only if we were painted in the first * place. Will be no-op if old parent is not shown. */ if (was_mapped && !CLUTTER_ACTOR_IS_MAPPED (self)) clutter_actor_queue_redraw (old_parent); /* remove the reference we acquired in clutter_actor_set_parent() */ g_object_unref (self); } /** * clutter_actor_reparent: * @self: a #ClutterActor * @new_parent: the new #ClutterActor parent * * This function resets the parent actor of @self. It is * logically equivalent to calling clutter_actor_unparent() * and clutter_actor_set_parent(), but more efficiently * implemented, ensures the child is not finalized * when unparented, and emits the parent-set signal only * one time. * * Since: 0.2 */ void clutter_actor_reparent (ClutterActor *self, ClutterActor *new_parent) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (CLUTTER_IS_ACTOR (new_parent)); g_return_if_fail (self != new_parent); if (CLUTTER_ACTOR_IS_TOPLEVEL (self)) { g_warning ("Cannot set a parent on a toplevel actor"); return; } if (CLUTTER_ACTOR_IN_DESTRUCTION (self)) { g_warning ("Cannot set a parent currently being destroyed"); return; } priv = self->priv; if (priv->parent_actor != new_parent) { ClutterActor *old_parent; CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT); old_parent = priv->parent_actor; g_object_ref (self); /* go through the Container implementation if this is a regular * child and not an internal one */ if (CLUTTER_IS_CONTAINER (priv->parent_actor) && !CLUTTER_ACTOR_IS_INTERNAL_CHILD (self)) { ClutterContainer *parent = CLUTTER_CONTAINER (priv->parent_actor); /* this will have to call unparent() */ clutter_container_remove_actor (parent, self); } else clutter_actor_unparent (self); /* Note, will call parent() */ if (CLUTTER_IS_CONTAINER (new_parent)) clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self); else clutter_actor_set_parent (self, new_parent); /* we emit the ::parent-set signal once */ g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent); g_object_unref (self); CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_REPARENT); /* the IN_REPARENT flag suspends state updates */ clutter_actor_update_map_state (self, MAP_STATE_CHECK); } } /** * clutter_actor_contains: * @self: A #ClutterActor * @descendant: A #ClutterActor, possibly contained in @self * * Determines if @descendant is contained inside @self (either as an * immediate child, or as a deeper descendant). If @self and * @descendant point to the same actor then it will also return %TRUE. * * Return value: whether @descendent is contained within @self * * Since: 1.4 */ gboolean clutter_actor_contains (ClutterActor *self, ClutterActor *descendant) { ClutterActor *actor; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); g_return_val_if_fail (CLUTTER_IS_ACTOR (descendant), FALSE); for (actor = descendant; actor; actor = actor->priv->parent_actor) if (actor == self) return TRUE; return FALSE; } /** * clutter_actor_raise: * @self: A #ClutterActor * @below: (allow-none): A #ClutterActor to raise above. * * Puts @self above @below. * * Both actors must have the same parent, and the parent must implement * the #ClutterContainer interface * * This function is the equivalent of clutter_container_raise_child(). */ void clutter_actor_raise (ClutterActor *self, ClutterActor *below) { ClutterActor *parent; g_return_if_fail (CLUTTER_IS_ACTOR (self)); parent = clutter_actor_get_parent (self); if (parent == NULL || !CLUTTER_IS_CONTAINER (parent)) { g_warning ("%s: Actor '%s' is not inside a container", G_STRFUNC, _clutter_actor_get_debug_name (self)); return; } if (below != NULL) { if (parent != clutter_actor_get_parent (below)) { g_warning ("%s Actor '%s' is not in the same container as " "actor '%s'", G_STRFUNC, _clutter_actor_get_debug_name (self), _clutter_actor_get_debug_name (below)); return; } } clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below); } /** * clutter_actor_lower: * @self: A #ClutterActor * @above: (allow-none): A #ClutterActor to lower below * * Puts @self below @above. * * Both actors must have the same parent, and the parent must implement * the #ClutterContainer interface. * * This function is the equivalent of clutter_container_lower_child(). */ void clutter_actor_lower (ClutterActor *self, ClutterActor *above) { ClutterActor *parent; g_return_if_fail (CLUTTER_IS_ACTOR(self)); parent = clutter_actor_get_parent (self); if (parent == NULL || !CLUTTER_IS_CONTAINER (parent)) { g_warning ("%s: Actor of type %s is not inside a container", G_STRFUNC, _clutter_actor_get_debug_name (self)); return; } if (above) { if (parent != clutter_actor_get_parent (above)) { g_warning ("%s: Actor '%s' is not in the same container as " "actor '%s'", G_STRFUNC, _clutter_actor_get_debug_name (self), _clutter_actor_get_debug_name (above)); return; } } clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above); } /** * clutter_actor_raise_top: * @self: A #ClutterActor * * Raises @self to the top. * * This function calls clutter_actor_raise() internally. */ void clutter_actor_raise_top (ClutterActor *self) { clutter_actor_raise (self, NULL); } /** * clutter_actor_lower_bottom: * @self: A #ClutterActor * * Lowers @self to the bottom. * * This function calls clutter_actor_lower() internally. */ void clutter_actor_lower_bottom (ClutterActor *self) { clutter_actor_lower (self, NULL); } /* * Event handling */ /** * clutter_actor_event: * @actor: a #ClutterActor * @event: a #ClutterEvent * @capture: TRUE if event in in capture phase, FALSE otherwise. * * This function is used to emit an event on the main stage. * You should rarely need to use this function, except for * synthetising events. * * Return value: the return value from the signal emission: %TRUE * if the actor handled the event, or %FALSE if the event was * not handled * * Since: 0.6 */ gboolean clutter_actor_event (ClutterActor *actor, ClutterEvent *event, gboolean capture) { gboolean retval = FALSE; gint signal_num = -1; g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE); g_return_val_if_fail (event != NULL, FALSE); g_object_ref (actor); if (capture) { g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0, event, &retval); goto out; } g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval); if (!retval) { switch (event->type) { case CLUTTER_NOTHING: break; case CLUTTER_BUTTON_PRESS: signal_num = BUTTON_PRESS_EVENT; break; case CLUTTER_BUTTON_RELEASE: signal_num = BUTTON_RELEASE_EVENT; break; case CLUTTER_SCROLL: signal_num = SCROLL_EVENT; break; case CLUTTER_KEY_PRESS: signal_num = KEY_PRESS_EVENT; break; case CLUTTER_KEY_RELEASE: signal_num = KEY_RELEASE_EVENT; break; case CLUTTER_MOTION: signal_num = MOTION_EVENT; break; case CLUTTER_ENTER: signal_num = ENTER_EVENT; break; case CLUTTER_LEAVE: signal_num = LEAVE_EVENT; break; case CLUTTER_DELETE: case CLUTTER_DESTROY_NOTIFY: case CLUTTER_CLIENT_MESSAGE: default: signal_num = -1; break; } if (signal_num != -1) g_signal_emit (actor, actor_signals[signal_num], 0, event, &retval); } out: g_object_unref (actor); return retval; } /** * clutter_actor_set_reactive: * @actor: a #ClutterActor * @reactive: whether the actor should be reactive to events * * Sets @actor as reactive. Reactive actors will receive events. * * Since: 0.6 */ void clutter_actor_set_reactive (ClutterActor *actor, gboolean reactive) { g_return_if_fail (CLUTTER_IS_ACTOR (actor)); if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor)) return; if (reactive) CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE); else CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE); g_object_notify_by_pspec (G_OBJECT (actor), obj_props[PROP_REACTIVE]); } /** * clutter_actor_get_reactive: * @actor: a #ClutterActor * * Checks whether @actor is marked as reactive. * * Return value: %TRUE if the actor is reactive * * Since: 0.6 */ gboolean clutter_actor_get_reactive (ClutterActor *actor) { g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE); return CLUTTER_ACTOR_IS_REACTIVE (actor) ? TRUE : FALSE; } /** * clutter_actor_get_anchor_point: * @self: a #ClutterActor * @anchor_x: (out): return location for the X coordinate of the anchor point * @anchor_y: (out): return location for the Y coordinate of the anchor point * * Gets the current anchor point of the @actor in pixels. * * Since: 0.6 */ void clutter_actor_get_anchor_point (ClutterActor *self, gfloat *anchor_x, gfloat *anchor_y) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; clutter_anchor_coord_get_units (self, &priv->anchor, anchor_x, anchor_y, NULL); } /** * clutter_actor_set_anchor_point: * @self: a #ClutterActor * @anchor_x: X coordinate of the anchor point * @anchor_y: Y coordinate of the anchor point * * Sets an anchor point for @self. The anchor point is a point in the * coordinate space of an actor to which the actor position within its * parent is relative; the default is (0, 0), i.e. the top-left corner * of the actor. * * Since: 0.6 */ void clutter_actor_set_anchor_point (ClutterActor *self, gfloat anchor_x, gfloat anchor_y) { ClutterActorPrivate *priv; gboolean changed = FALSE; gfloat old_anchor_x, old_anchor_y; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; g_object_freeze_notify (G_OBJECT (self)); clutter_anchor_coord_get_units (self, &priv->anchor, &old_anchor_x, &old_anchor_y, NULL); if (priv->anchor.is_fractional) g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ANCHOR_GRAVITY]); if (old_anchor_x != anchor_x) { g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ANCHOR_X]); changed = TRUE; } if (old_anchor_y != anchor_y) { g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ANCHOR_Y]); changed = TRUE; } clutter_anchor_coord_set_units (&priv->anchor, anchor_x, anchor_y, 0); if (changed) { priv->transform_valid = FALSE; clutter_actor_queue_redraw (self); } g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_get_anchor_point_gravity: * @self: a #ClutterActor * * Retrieves the anchor position expressed as a #ClutterGravity. If * the anchor point was specified using pixels or units this will * return %CLUTTER_GRAVITY_NONE. * * Return value: the #ClutterGravity used by the anchor point * * Since: 1.0 */ ClutterGravity clutter_actor_get_anchor_point_gravity (ClutterActor *self) { ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE); priv = self->priv; return clutter_anchor_coord_get_gravity (&priv->anchor); } /** * clutter_actor_move_anchor_point: * @self: a #ClutterActor * @anchor_x: X coordinate of the anchor point * @anchor_y: Y coordinate of the anchor point * * Sets an anchor point for the actor, and adjusts the actor postion so that * the relative position of the actor toward its parent remains the same. * * Since: 0.6 */ void clutter_actor_move_anchor_point (ClutterActor *self, gfloat anchor_x, gfloat anchor_y) { ClutterActorPrivate *priv; gfloat old_anchor_x, old_anchor_y; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; clutter_anchor_coord_get_units (self, &priv->anchor, &old_anchor_x, &old_anchor_y, NULL); g_object_freeze_notify (G_OBJECT (self)); clutter_actor_set_anchor_point (self, anchor_x, anchor_y); if (priv->position_set) clutter_actor_move_by (self, anchor_x - old_anchor_x, anchor_y - old_anchor_y); g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_move_anchor_point_from_gravity: * @self: a #ClutterActor * @gravity: #ClutterGravity. * * Sets an anchor point on the actor based on the given gravity, adjusting the * actor postion so that its relative position within its parent remains * unchanged. * * Since version 1.0 the anchor point will be stored as a gravity so * that if the actor changes size then the anchor point will move. For * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST * and later double the size of the actor, the anchor point will move * to the bottom right. * * Since: 0.6 */ void clutter_actor_move_anchor_point_from_gravity (ClutterActor *self, ClutterGravity gravity) { gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y; ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; g_object_freeze_notify (G_OBJECT (self)); clutter_anchor_coord_get_units (self, &priv->anchor, &old_anchor_x, &old_anchor_y, NULL); clutter_actor_set_anchor_point_from_gravity (self, gravity); clutter_anchor_coord_get_units (self, &priv->anchor, &new_anchor_x, &new_anchor_y, NULL); if (priv->position_set) clutter_actor_move_by (self, new_anchor_x - old_anchor_x, new_anchor_y - old_anchor_y); g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_set_anchor_point_from_gravity: * @self: a #ClutterActor * @gravity: #ClutterGravity. * * Sets an anchor point on the actor, based on the given gravity (this is a * convenience function wrapping clutter_actor_set_anchor_point()). * * Since version 1.0 the anchor point will be stored as a gravity so * that if the actor changes size then the anchor point will move. For * example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST * and later double the size of the actor, the anchor point will move * to the bottom right. * * Since: 0.6 */ void clutter_actor_set_anchor_point_from_gravity (ClutterActor *self, ClutterGravity gravity) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (gravity == CLUTTER_GRAVITY_NONE) clutter_actor_set_anchor_point (self, 0, 0); else { clutter_anchor_coord_set_gravity (&self->priv->anchor, gravity); self->priv->transform_valid = FALSE; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ANCHOR_GRAVITY]); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ANCHOR_X]); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ANCHOR_Y]); } } typedef enum { PARSE_X, PARSE_Y, PARSE_WIDTH, PARSE_HEIGHT, PARSE_ANCHOR_X, PARSE_ANCHOR_Y } ParseDimension; static gfloat parse_units (ClutterActor *self, ParseDimension dimension, JsonNode *node) { GValue value = { 0, }; gfloat retval = 0; if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE) return 0; json_node_get_value (node, &value); if (G_VALUE_HOLDS (&value, G_TYPE_INT64)) { retval = (gfloat) g_value_get_int64 (&value); } else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE)) { retval = g_value_get_double (&value); } else if (G_VALUE_HOLDS (&value, G_TYPE_STRING)) { ClutterUnits units; gboolean res; res = clutter_units_from_string (&units, g_value_get_string (&value)); if (res) retval = clutter_units_to_pixels (&units); else { g_warning ("Invalid value '%s': integers, strings or floating point " "values can be used for the x, y, width and height " "properties. Valid modifiers for strings are 'px', 'mm', " "'pt' and 'em'.", g_value_get_string (&value)); retval = 0; } } else { g_warning ("Invalid value of type '%s': integers, strings of floating " "point values can be used for the x, y, width, height " "anchor-x and anchor-y properties.", g_type_name (G_VALUE_TYPE (&value))); } g_value_unset (&value); return retval; } typedef struct { ClutterRotateAxis axis; gdouble angle; gfloat center_x; gfloat center_y; gfloat center_z; } RotationInfo; static inline gboolean parse_rotation_array (ClutterActor *actor, JsonArray *array, RotationInfo *info) { JsonNode *element; if (json_array_get_length (array) != 2) return FALSE; /* angle */ element = json_array_get_element (array, 0); if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE) info->angle = json_node_get_double (element); else return FALSE; /* center */ element = json_array_get_element (array, 1); if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY) { JsonArray *center = json_node_get_array (element); if (json_array_get_length (center) != 2) return FALSE; switch (info->axis) { case CLUTTER_X_AXIS: info->center_y = parse_units (actor, PARSE_Y, json_array_get_element (center, 0)); info->center_z = parse_units (actor, PARSE_Y, json_array_get_element (center, 1)); return TRUE; case CLUTTER_Y_AXIS: info->center_x = parse_units (actor, PARSE_X, json_array_get_element (center, 0)); info->center_z = parse_units (actor, PARSE_X, json_array_get_element (center, 1)); return TRUE; case CLUTTER_Z_AXIS: info->center_x = parse_units (actor, PARSE_X, json_array_get_element (center, 0)); info->center_y = parse_units (actor, PARSE_Y, json_array_get_element (center, 1)); return TRUE; } } return FALSE; } static gboolean parse_rotation (ClutterActor *actor, JsonNode *node, RotationInfo *info) { JsonArray *array; guint len, i; gboolean retval = FALSE; if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY) { g_warning ("Invalid node of type '%s' found, expecting an array", json_node_type_name (node)); return FALSE; } array = json_node_get_array (node); len = json_array_get_length (array); for (i = 0; i < len; i++) { JsonNode *element = json_array_get_element (array, i); JsonObject *object; JsonNode *member; if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT) { g_warning ("Invalid node of type '%s' found, expecting an object", json_node_type_name (element)); return FALSE; } object = json_node_get_object (element); if (json_object_has_member (object, "x-axis")) { member = json_object_get_member (object, "x-axis"); info->axis = CLUTTER_X_AXIS; if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE) { info->angle = json_node_get_double (member); retval = TRUE; } else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY) retval = parse_rotation_array (actor, json_node_get_array (member), info); else retval = FALSE; } else if (json_object_has_member (object, "y-axis")) { member = json_object_get_member (object, "y-axis"); info->axis = CLUTTER_Y_AXIS; if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE) { info->angle = json_node_get_double (member); retval = TRUE; } else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY) retval = parse_rotation_array (actor, json_node_get_array (member), info); else retval = FALSE; } else if (json_object_has_member (object, "z-axis")) { member = json_object_get_member (object, "z-axis"); info->axis = CLUTTER_Z_AXIS; if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE) { info->angle = json_node_get_double (member); retval = TRUE; } else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY) retval = parse_rotation_array (actor, json_node_get_array (member), info); else retval = FALSE; } } return retval; } static GSList * parse_actor_metas (ClutterScript *script, ClutterActor *actor, JsonNode *node) { GList *elements, *l; GSList *retval = NULL; if (!JSON_NODE_HOLDS_ARRAY (node)) return NULL; elements = json_array_get_elements (json_node_get_array (node)); for (l = elements; l != NULL; l = l->next) { JsonNode *element = l->data; const gchar *id_ = _clutter_script_get_id_from_node (element); GObject *meta; if (id_ == NULL || *id_ == '\0') continue; meta = clutter_script_get_object (script, id_); if (meta == NULL) continue; retval = g_slist_prepend (retval, meta); } g_list_free (elements); return g_slist_reverse (retval); } static GSList * parse_behaviours (ClutterScript *script, ClutterActor *actor, JsonNode *node) { GList *elements, *l; GSList *retval = NULL; if (!JSON_NODE_HOLDS_ARRAY (node)) return NULL; elements = json_array_get_elements (json_node_get_array (node)); for (l = elements; l != NULL; l = l->next) { JsonNode *element = l->data; const gchar *id_ = _clutter_script_get_id_from_node (element); GObject *behaviour; if (id_ == NULL || *id_ == '\0') continue; behaviour = clutter_script_get_object (script, id_); if (behaviour == NULL) continue; retval = g_slist_prepend (retval, behaviour); } g_list_free (elements); return g_slist_reverse (retval); } static gboolean clutter_actor_parse_custom_node (ClutterScriptable *scriptable, ClutterScript *script, GValue *value, const gchar *name, JsonNode *node) { ClutterActor *actor = CLUTTER_ACTOR (scriptable); gboolean retval = FALSE; if ((name[0] == 'x' && name[1] == '\0') || (name[0] == 'y' && name[1] == '\0') || (strcmp (name, "width") == 0) || (strcmp (name, "height") == 0) || (strcmp (name, "anchor_x") == 0) || (strcmp (name, "anchor_y") == 0)) { ParseDimension dimension; gfloat units; if (name[0] == 'x') dimension = PARSE_X; else if (name[0] == 'y') dimension = PARSE_Y; else if (name[0] == 'w') dimension = PARSE_WIDTH; else if (name[0] == 'h') dimension = PARSE_HEIGHT; else if (name[0] == 'a' && name[7] == 'x') dimension = PARSE_ANCHOR_X; else if (name[0] == 'a' && name[7] == 'y') dimension = PARSE_ANCHOR_Y; else return FALSE; units = parse_units (actor, dimension, node); /* convert back to pixels: all properties are pixel-based */ g_value_init (value, G_TYPE_FLOAT); g_value_set_float (value, units); retval = TRUE; } else if (strcmp (name, "rotation") == 0) { RotationInfo *info; info = g_slice_new0 (RotationInfo); retval = parse_rotation (actor, node, info); if (retval) { g_value_init (value, G_TYPE_POINTER); g_value_set_pointer (value, info); } else g_slice_free (RotationInfo, info); } else if (strcmp (name, "behaviours") == 0) { GSList *l; l = parse_behaviours (script, actor, node); g_value_init (value, G_TYPE_POINTER); g_value_set_pointer (value, l); retval = TRUE; } else if (strcmp (name, "actions") == 0 || strcmp (name, "constraints") == 0 || strcmp (name, "effects") == 0) { GSList *l; l = parse_actor_metas (script, actor, node); g_value_init (value, G_TYPE_POINTER); g_value_set_pointer (value, l); retval = TRUE; } return retval; } static void clutter_actor_set_custom_property (ClutterScriptable *scriptable, ClutterScript *script, const gchar *name, const GValue *value) { ClutterActor *actor = CLUTTER_ACTOR (scriptable); #ifdef CLUTTER_ENABLE_DEBUG if (G_UNLIKELY (CLUTTER_HAS_DEBUG (SCRIPT))) { gchar *tmp = g_strdup_value_contents (value); CLUTTER_NOTE (SCRIPT, "in ClutterActor::set_custom_property('%s') = %s", name, tmp); g_free (tmp); } #endif /* CLUTTER_ENABLE_DEBUG */ if (strcmp (name, "rotation") == 0) { RotationInfo *info; if (!G_VALUE_HOLDS (value, G_TYPE_POINTER)) return; info = g_value_get_pointer (value); clutter_actor_set_rotation (actor, info->axis, info->angle, info->center_x, info->center_y, info->center_z); g_slice_free (RotationInfo, info); return; } if (strcmp (name, "behaviours") == 0) { GSList *behaviours, *l; if (!G_VALUE_HOLDS (value, G_TYPE_POINTER)) return; behaviours = g_value_get_pointer (value); for (l = behaviours; l != NULL; l = l->next) { ClutterBehaviour *behaviour = l->data; clutter_behaviour_apply (behaviour, actor); } g_slist_free (behaviours); return; } if (strcmp (name, "actions") == 0 || strcmp (name, "constraints") == 0 || strcmp (name, "effects") == 0) { GSList *metas, *l; if (!G_VALUE_HOLDS (value, G_TYPE_POINTER)) return; metas = g_value_get_pointer (value); for (l = metas; l != NULL; l = l->next) { if (name[0] == 'a') clutter_actor_add_action (actor, l->data); if (name[0] == 'c') clutter_actor_add_constraint (actor, l->data); if (name[0] == 'e') clutter_actor_add_effect (actor, l->data); } g_slist_free (metas); return; } g_object_set_property (G_OBJECT (scriptable), name, value); } static void clutter_scriptable_iface_init (ClutterScriptableIface *iface) { iface->parse_custom_node = clutter_actor_parse_custom_node; iface->set_custom_property = clutter_actor_set_custom_property; } static ClutterActorMeta * get_meta_from_animation_property (ClutterActor *actor, const gchar *name, gchar **name_p) { ClutterActorPrivate *priv = actor->priv; ClutterActorMeta *meta = NULL; gchar **tokens; /* if this is not a special property, fall through */ if (name[0] != '@') return NULL; /* detect the properties named using the following spec: * * @
.. * * where
can be one of the following: * * - actions * - constraints * - effects * * and is the name set on a specific ActorMeta */ tokens = g_strsplit (name + 1, ".", -1); if (tokens == NULL || g_strv_length (tokens) != 3) { CLUTTER_NOTE (ANIMATION, "Invalid property name '%s'", name + 1); g_strfreev (tokens); return NULL; } if (strcmp (tokens[0], "actions") == 0) meta = _clutter_meta_group_get_meta (priv->actions, tokens[1]); if (strcmp (tokens[0], "constraints") == 0) meta = _clutter_meta_group_get_meta (priv->constraints, tokens[1]); if (strcmp (tokens[0], "effects") == 0) meta = _clutter_meta_group_get_meta (priv->effects, tokens[1]); if (name_p != NULL) *name_p = g_strdup (tokens[2]); CLUTTER_NOTE (ANIMATION, "Looking for property '%s' of object '%s' in section '%s'", tokens[2], tokens[1], tokens[0]); g_strfreev (tokens); return meta; } static GParamSpec * clutter_actor_find_property (ClutterAnimatable *animatable, const gchar *property_name) { ClutterActorMeta *meta = NULL; GObjectClass *klass = NULL; GParamSpec *pspec = NULL; gchar *p_name = NULL; meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable), property_name, &p_name); if (meta != NULL) { klass = G_OBJECT_GET_CLASS (meta); pspec = g_object_class_find_property (klass, p_name); g_free (p_name); } else { klass = G_OBJECT_GET_CLASS (animatable); pspec = g_object_class_find_property (klass, property_name); } return pspec; } static void clutter_actor_get_initial_state (ClutterAnimatable *animatable, const gchar *property_name, GValue *initial) { ClutterActorMeta *meta = NULL; gchar *p_name = NULL; meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable), property_name, &p_name); if (meta != NULL) g_object_get_property (G_OBJECT (meta), p_name, initial); else g_object_get_property (G_OBJECT (animatable), property_name, initial); g_free (p_name); } static void clutter_actor_set_final_state (ClutterAnimatable *animatable, const gchar *property_name, const GValue *final) { ClutterActorMeta *meta = NULL; gchar *p_name = NULL; meta = get_meta_from_animation_property (CLUTTER_ACTOR (animatable), property_name, &p_name); if (meta != NULL) g_object_set_property (G_OBJECT (meta), p_name, final); else g_object_set_property (G_OBJECT (animatable), property_name, final); g_free (p_name); } static gboolean clutter_actor_animate_property (ClutterAnimatable *animatable, ClutterAnimation *animation, const gchar *property_name, const GValue *initial, const GValue *final, gdouble progress, GValue *new_value) { ClutterInterval *interval; interval = clutter_animation_get_interval (animation, property_name); return clutter_interval_compute_value (interval, progress, new_value); } static void clutter_animatable_iface_init (ClutterAnimatableIface *iface) { iface->animate_property = clutter_actor_animate_property; iface->find_property = clutter_actor_find_property; iface->get_initial_state = clutter_actor_get_initial_state; iface->set_final_state = clutter_actor_set_final_state; } /** * clutter_actor_transform_stage_point: * @self: A #ClutterActor * @x: (in): x screen coordinate of the point to unproject * @y: (in): y screen coordinate of the point to unproject * @x_out: (out): return location for the unprojected x coordinance * @y_out: (out): return location for the unprojected y coordinance * * This function translates screen coordinates (@x, @y) to * coordinates relative to the actor. For example, it can be used to translate * screen events from global screen coordinates into actor-local coordinates. * * The conversion can fail, notably if the transform stack results in the * actor being projected on the screen as a mere line. * * The conversion should not be expected to be pixel-perfect due to the * nature of the operation. In general the error grows when the skewing * of the actor rectangle on screen increases. * * This function can be computationally intensive. * * This function only works when the allocation is up-to-date, * i.e. inside of paint(). * * Return value: %TRUE if conversion was successful. * * Since: 0.6 */ gboolean clutter_actor_transform_stage_point (ClutterActor *self, gfloat x, gfloat y, gfloat *x_out, gfloat *y_out) { ClutterVertex v[4]; float ST[3][3]; float RQ[3][3]; int du, dv, xi, yi; float px, py; float xf, yf, wf, det; ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); priv = self->priv; /* This implementation is based on the quad -> quad projection algorithm * described by Paul Heckbert in: * * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf * * and the sample implementation at: * * http://www.cs.cmu.edu/~ph/src/texfund/ * * Our texture is a rectangle with origin [0, 0], so we are mapping from * quad to rectangle only, which significantly simplifies things; the * function calls have been unrolled, and most of the math is done in fixed * point. */ clutter_actor_get_abs_allocation_vertices (self, v); /* Keeping these as ints simplifies the multiplication (no significant * loss of precision here). */ du = (int) (priv->allocation.x2 - priv->allocation.x1); dv = (int) (priv->allocation.y2 - priv->allocation.y1); if (!du || !dv) return FALSE; #define UX2FP(x) (x) #define DET2FP(a,b,c,d) (((a) * (d)) - ((b) * (c))) /* First, find mapping from unit uv square to xy quadrilateral; this * equivalent to the pmap_square_quad() functions in the sample * implementation, which we can simplify, since our target is always * a rectangle. */ px = v[0].x - v[1].x + v[3].x - v[2].x; py = v[0].y - v[1].y + v[3].y - v[2].y; if (!px && !py) { /* affine transform */ RQ[0][0] = UX2FP (v[1].x - v[0].x); RQ[1][0] = UX2FP (v[3].x - v[1].x); RQ[2][0] = UX2FP (v[0].x); RQ[0][1] = UX2FP (v[1].y - v[0].y); RQ[1][1] = UX2FP (v[3].y - v[1].y); RQ[2][1] = UX2FP (v[0].y); RQ[0][2] = 0; RQ[1][2] = 0; RQ[2][2] = 1.0; } else { /* projective transform */ double dx1, dx2, dy1, dy2, del; dx1 = UX2FP (v[1].x - v[3].x); dx2 = UX2FP (v[2].x - v[3].x); dy1 = UX2FP (v[1].y - v[3].y); dy2 = UX2FP (v[2].y - v[3].y); del = DET2FP (dx1, dx2, dy1, dy2); if (!del) return FALSE; /* * The division here needs to be done in floating point for * precisions reasons. */ RQ[0][2] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del); RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del); RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del); RQ[2][2] = 1.0; RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x)); RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x)); RQ[2][0] = UX2FP (v[0].x); RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y)); RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y)); RQ[2][1] = UX2FP (v[0].y); } /* * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit * square. Since our rectangle is based at 0,0 we only need to scale. */ RQ[0][0] /= du; RQ[1][0] /= dv; RQ[0][1] /= du; RQ[1][1] /= dv; RQ[0][2] /= du; RQ[1][2] /= dv; /* * Now RQ is transform from uv rectangle to xy quadrilateral; we need an * inverse of that. */ ST[0][0] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]); ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]); ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]); ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]); ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]); ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]); ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]); ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]); ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]); /* * Check the resulting matrix is OK. */ det = (RQ[0][0] * ST[0][0]) + (RQ[0][1] * ST[0][1]) + (RQ[0][2] * ST[0][2]); if (!det) return FALSE; /* * Now transform our point with the ST matrix; the notional w * coordinate is 1, hence the last part is simply added. */ xi = (int) x; yi = (int) y; xf = xi * ST[0][0] + yi * ST[1][0] + ST[2][0]; yf = xi * ST[0][1] + yi * ST[1][1] + ST[2][1]; wf = xi * ST[0][2] + yi * ST[1][2] + ST[2][2]; if (x_out) *x_out = xf / wf; if (y_out) *y_out = yf / wf; #undef UX2FP #undef DET2FP return TRUE; } /* * ClutterGeometry */ static ClutterGeometry* clutter_geometry_copy (const ClutterGeometry *geometry) { return g_slice_dup (ClutterGeometry, geometry); } static void clutter_geometry_free (ClutterGeometry *geometry) { if (G_LIKELY (geometry != NULL)) g_slice_free (ClutterGeometry, geometry); } /** * clutter_geometry_union: * @geometry_a: a #ClutterGeometry * @geometry_b: another #ClutterGeometry * @result: (out): location to store the result * * Find the union of two rectangles represented as #ClutterGeometry. * * Since: 1.4 */ void clutter_geometry_union (const ClutterGeometry *geometry_a, const ClutterGeometry *geometry_b, ClutterGeometry *result) { /* We don't try to handle rectangles that can't be represented * as a signed integer box */ gint x_1 = MIN (geometry_a->x, geometry_b->x); gint y_1 = MIN (geometry_a->y, geometry_b->y); gint x_2 = MAX (geometry_a->x + (gint)geometry_a->width, geometry_b->x + (gint)geometry_b->width); gint y_2 = MAX (geometry_a->y + (gint)geometry_a->height, geometry_b->y + (gint)geometry_b->height); result->x = x_1; result->y = y_1; result->width = x_2 - x_1; result->height = y_2 - y_1; } /** * clutter_geometry_intersects: * @geometry0: The first geometry to test * @geometry1: The second geometry to test * * Determines if @geometry0 and geometry1 intersect returning %TRUE if * they do else %FALSE. * * Return value: %TRUE of @geometry0 and geometry1 intersect else * %FALSE. * * Since: 1.4 */ gboolean clutter_geometry_intersects (const ClutterGeometry *geometry0, const ClutterGeometry *geometry1) { if (geometry1->x >= (geometry0->x + (gint)geometry0->width) || geometry1->y >= (geometry0->y + (gint)geometry0->height) || (geometry1->x + (gint)geometry1->width) <= geometry0->x || (geometry1->y + (gint)geometry1->height) <= geometry0->y) return FALSE; else return TRUE; } static gboolean clutter_geometry_progress (const GValue *a, const GValue *b, gdouble progress, GValue *retval) { const ClutterGeometry *a_geom = g_value_get_boxed (a); const ClutterGeometry *b_geom = g_value_get_boxed (b); ClutterGeometry res = { 0, }; gint a_width = a_geom->width; gint b_width = b_geom->width; gint a_height = a_geom->height; gint b_height = b_geom->height; res.x = a_geom->x + (b_geom->x - a_geom->x) * progress; res.y = a_geom->y + (b_geom->y - a_geom->y) * progress; res.width = a_width + (b_width - a_width) * progress; res.height = a_height + (b_height - a_height) * progress; g_value_set_boxed (retval, &res); return TRUE; } G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterGeometry, clutter_geometry, clutter_geometry_copy, clutter_geometry_free, CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_geometry_progress)); /* * ClutterVertices */ /** * clutter_vertex_new: * @x: X coordinate * @y: Y coordinate * @z: Z coordinate * * Creates a new #ClutterVertex for the point in 3D space * identified by the 3 coordinates @x, @y, @z * * Return value: the newly allocate #ClutterVertex. Use * clutter_vertex_free() to free the resources * * Since: 1.0 */ ClutterVertex * clutter_vertex_new (gfloat x, gfloat y, gfloat z) { ClutterVertex *vertex; vertex = g_slice_new (ClutterVertex); vertex->x = x; vertex->y = y; vertex->z = z; return vertex; } /** * clutter_vertex_copy: * @vertex: a #ClutterVertex * * Copies @vertex * * Return value: a newly allocated copy of #ClutterVertex. Use * clutter_vertex_free() to free the allocated resources * * Since: 1.0 */ ClutterVertex * clutter_vertex_copy (const ClutterVertex *vertex) { if (G_LIKELY (vertex != NULL)) return g_slice_dup (ClutterVertex, vertex); return NULL; } /** * clutter_vertex_free: * @vertex: a #ClutterVertex * * Frees a #ClutterVertex allocated using clutter_vertex_copy() * * Since: 1.0 */ void clutter_vertex_free (ClutterVertex *vertex) { if (G_UNLIKELY (vertex != NULL)) g_slice_free (ClutterVertex, vertex); } /** * clutter_vertex_equal: * @vertex_a: a #ClutterVertex * @vertex_b: a #ClutterVertex * * Compares @vertex_a and @vertex_b for equality * * Return value: %TRUE if the passed #ClutterVertex are equal * * Since: 1.0 */ gboolean clutter_vertex_equal (const ClutterVertex *vertex_a, const ClutterVertex *vertex_b) { g_return_val_if_fail (vertex_a != NULL && vertex_b != NULL, FALSE); if (vertex_a == vertex_b) return TRUE; return vertex_a->x == vertex_b->x && vertex_a->y == vertex_b->y && vertex_a->z == vertex_b->z; } static gboolean clutter_vertex_progress (const GValue *a, const GValue *b, gdouble progress, GValue *retval) { const ClutterVertex *av = g_value_get_boxed (a); const ClutterVertex *bv = g_value_get_boxed (b); ClutterVertex res = { 0, }; res.x = av->x + (bv->x - av->x) * progress; res.y = av->y + (bv->y - av->y) * progress; res.z = av->z + (bv->z - av->z) * progress; g_value_set_boxed (retval, &res); return TRUE; } G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex, clutter_vertex_copy, clutter_vertex_free, CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress)); struct _ShaderData { ClutterShader *shader; /* back pointer to the actor */ ClutterActor *actor; /* list of values that should be set on the shader * before each paint cycle */ GHashTable *value_hash; }; static void shader_value_free (gpointer data) { GValue *var = data; g_value_unset (var); g_slice_free (GValue, var); } static void destroy_shader_data (gpointer data) { ShaderData *shader_data = data; if (shader_data == NULL) return; if (shader_data->shader != NULL) { g_object_unref (shader_data->shader); shader_data->shader = NULL; } if (shader_data->value_hash != NULL) { g_hash_table_destroy (shader_data->value_hash); shader_data->value_hash = NULL; } g_slice_free (ShaderData, shader_data); } /** * clutter_actor_get_shader: * @self: a #ClutterActor * * Queries the currently set #ClutterShader on @self. * * Return value: (transfer none): The currently set #ClutterShader * or %NULL if no shader is set. * * Since: 0.6 */ ClutterShader * clutter_actor_get_shader (ClutterActor *self) { ShaderData *shader_data; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); shader_data = g_object_get_qdata (G_OBJECT (self), quark_shader_data); if (shader_data != NULL) return shader_data->shader; return NULL; } /** * clutter_actor_set_shader: * @self: a #ClutterActor * @shader: (allow-none): a #ClutterShader or %NULL to unset the shader. * * Sets the #ClutterShader to be used when rendering @self. * * If @shader is %NULL this function will unset any currently set shader * for the actor. * * Any #ClutterEffect applied to @self will take the precedence * over the #ClutterShader set using this function. * * Return value: %TRUE if the shader was successfully applied * or removed * * Since: 0.6 */ gboolean clutter_actor_set_shader (ClutterActor *self, ClutterShader *shader) { ShaderData *shader_data; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE); if (shader != NULL) g_object_ref (shader); else { /* if shader passed in is NULL we destroy the shader */ g_object_set_qdata (G_OBJECT (self), quark_shader_data, NULL); return TRUE; } shader_data = g_object_get_qdata (G_OBJECT (self), quark_shader_data); if (shader_data == NULL) { shader_data = g_slice_new (ShaderData); shader_data->actor = self; shader_data->shader = NULL; shader_data->value_hash = g_hash_table_new_full (g_str_hash, g_str_equal, g_free, shader_value_free); g_object_set_qdata_full (G_OBJECT (self), quark_shader_data, shader_data, destroy_shader_data); } if (shader_data->shader != NULL) g_object_unref (shader_data->shader); shader_data->shader = shader; clutter_actor_queue_redraw (self); return TRUE; } static void set_each_param (gpointer key, gpointer value, gpointer user_data) { ClutterShader *shader = user_data; const gchar *uniform = key; GValue *var = value; clutter_shader_set_uniform (shader, uniform, var); } static void clutter_actor_shader_pre_paint (ClutterActor *actor, gboolean repeat) { ShaderData *shader_data; ClutterShader *shader; shader_data = g_object_get_qdata (G_OBJECT (actor), quark_shader_data); if (shader_data == NULL) return; shader = shader_data->shader; if (shader != NULL) { clutter_shader_set_is_enabled (shader, TRUE); g_hash_table_foreach (shader_data->value_hash, set_each_param, shader); if (!repeat) _clutter_context_push_shader_stack (actor); } } static void clutter_actor_shader_post_paint (ClutterActor *actor) { ShaderData *shader_data; ClutterShader *shader; shader_data = g_object_get_qdata (G_OBJECT (actor), quark_shader_data); if (shader_data == NULL) return; shader = shader_data->shader; if (shader != NULL) { ClutterActor *head; clutter_shader_set_is_enabled (shader, FALSE); /* remove the actor from the shaders stack; if there is another * actor inside it, then call pre-paint again to set its shader * but this time with the second argument being TRUE, indicating * that we are re-applying an existing shader and thus should it * not be prepended to the stack */ head = _clutter_context_pop_shader_stack (actor); if (head != NULL) clutter_actor_shader_pre_paint (head, TRUE); } } /** * clutter_actor_set_shader_param: * @self: a #ClutterActor * @param: the name of the parameter * @value: the value of the parameter * * Sets the value for a named parameter of the shader applied * to @actor. * * Since: 1.0 */ void clutter_actor_set_shader_param (ClutterActor *self, const gchar *param, const GValue *value) { ShaderData *shader_data; GValue *var; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (param != NULL); g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value) || CLUTTER_VALUE_HOLDS_SHADER_INT (value) || CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value) || G_VALUE_HOLDS_FLOAT (value) || G_VALUE_HOLDS_INT (value)); shader_data = g_object_get_qdata (G_OBJECT (self), quark_shader_data); if (shader_data == NULL) return; var = g_slice_new0 (GValue); g_value_init (var, G_VALUE_TYPE (value)); g_value_copy (value, var); g_hash_table_insert (shader_data->value_hash, g_strdup (param), var); clutter_actor_queue_redraw (self); } /** * clutter_actor_set_shader_param_float: * @self: a #ClutterActor * @param: the name of the parameter * @value: the value of the parameter * * Sets the value for a named float parameter of the shader applied * to @actor. * * Since: 0.8 */ void clutter_actor_set_shader_param_float (ClutterActor *self, const gchar *param, gfloat value) { GValue var = { 0, }; g_value_init (&var, G_TYPE_FLOAT); g_value_set_float (&var, value); clutter_actor_set_shader_param (self, param, &var); g_value_unset (&var); } /** * clutter_actor_set_shader_param_int: * @self: a #ClutterActor * @param: the name of the parameter * @value: the value of the parameter * * Sets the value for a named int parameter of the shader applied to * @actor. * * Since: 0.8 */ void clutter_actor_set_shader_param_int (ClutterActor *self, const gchar *param, gint value) { GValue var = { 0, }; g_value_init (&var, G_TYPE_INT); g_value_set_int (&var, value); clutter_actor_set_shader_param (self, param, &var); g_value_unset (&var); } /** * clutter_actor_is_rotated: * @self: a #ClutterActor * * Checks whether any rotation is applied to the actor. * * Return value: %TRUE if the actor is rotated. * * Since: 0.6 */ gboolean clutter_actor_is_rotated (ClutterActor *self) { ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); priv = self->priv; if (priv->rxang || priv->ryang || priv->rzang) return TRUE; return FALSE; } /** * clutter_actor_is_scaled: * @self: a #ClutterActor * * Checks whether the actor is scaled in either dimension. * * Return value: %TRUE if the actor is scaled. * * Since: 0.6 */ gboolean clutter_actor_is_scaled (ClutterActor *self) { ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); priv = self->priv; if (priv->scale_x != 1.0 || priv->scale_y != 1.0) return TRUE; return FALSE; } ClutterActor * _clutter_actor_get_stage_internal (ClutterActor *actor) { while (actor && !CLUTTER_ACTOR_IS_TOPLEVEL (actor)) actor = actor->priv->parent_actor; return actor; } /** * clutter_actor_get_stage: * @actor: a #ClutterActor * * Retrieves the #ClutterStage where @actor is contained. * * Return value: (transfer none): the stage containing the actor, or %NULL * * Since: 0.8 */ ClutterActor * clutter_actor_get_stage (ClutterActor *actor) { g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL); return _clutter_actor_get_stage_internal (actor); } /** * clutter_actor_allocate_available_size: * @self: a #ClutterActor * @x: the actor's X coordinate * @y: the actor's Y coordinate * @available_width: the maximum available width, or -1 to use the * actor's natural width * @available_height: the maximum available height, or -1 to use the * actor's natural height * @flags: flags controlling the allocation * * Allocates @self taking into account the #ClutterActor's * preferred size, but limiting it to the maximum available width * and height provided. * * This function will do the right thing when dealing with the * actor's request mode. * * The implementation of this function is equivalent to: * * |[ * if (request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH) * { * clutter_actor_get_preferred_width (self, available_height, * &min_width, * &natural_width); * width = CLAMP (natural_width, min_width, available_width); * * clutter_actor_get_preferred_height (self, width, * &min_height, * &natural_height); * height = CLAMP (natural_height, min_height, available_height); * } * else * { * clutter_actor_get_preferred_height (self, available_width, * &min_height, * &natural_height); * height = CLAMP (natural_height, min_height, available_height); * * clutter_actor_get_preferred_width (self, height, * &min_width, * &natural_width); * width = CLAMP (natural_width, min_width, available_width); * } * * box.x1 = x; box.y1 = y; * box.x2 = box.x1 + available_width; * box.y2 = box.y1 + available_height; * clutter_actor_allocate (self, &box, flags); * ]| * * This function can be used by fluid layout managers to allocate * an actor's preferred size without making it bigger than the area * available for the container. * * Since: 1.0 */ void clutter_actor_allocate_available_size (ClutterActor *self, gfloat x, gfloat y, gfloat available_width, gfloat available_height, ClutterAllocationFlags flags) { ClutterActorPrivate *priv; gfloat width, height; gfloat min_width, min_height; gfloat natural_width, natural_height; ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; width = height = 0.0; switch (priv->request_mode) { case CLUTTER_REQUEST_HEIGHT_FOR_WIDTH: clutter_actor_get_preferred_width (self, available_height, &min_width, &natural_width); width = CLAMP (natural_width, min_width, available_width); clutter_actor_get_preferred_height (self, width, &min_height, &natural_height); height = CLAMP (natural_height, min_height, available_height); break; case CLUTTER_REQUEST_WIDTH_FOR_HEIGHT: clutter_actor_get_preferred_height (self, available_width, &min_height, &natural_height); height = CLAMP (natural_height, min_height, available_height); clutter_actor_get_preferred_width (self, height, &min_width, &natural_width); width = CLAMP (natural_width, min_width, available_width); break; } box.x1 = x; box.y1 = y; box.x2 = box.x1 + width; box.y2 = box.y1 + height; clutter_actor_allocate (self, &box, flags); } /** * clutter_actor_allocate_preferred_size: * @self: a #ClutterActor * @flags: flags controlling the allocation * * Allocates the natural size of @self. * * This function is a utility call for #ClutterActor implementations * that allocates the actor's preferred natural size. It can be used * by fixed layout managers (like #ClutterGroup or so called * 'composite actors') inside the ClutterActor::allocate * implementation to give each child exactly how much space it * requires. * * This function is not meant to be used by applications. It is also * not meant to be used outside the implementation of the * ClutterActor::allocate virtual function. * * Since: 0.8 */ void clutter_actor_allocate_preferred_size (ClutterActor *self, ClutterAllocationFlags flags) { gfloat actor_x, actor_y; gfloat natural_width, natural_height; ClutterActorBox actor_box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); actor_x = clutter_actor_get_x (self); actor_y = clutter_actor_get_y (self); clutter_actor_get_preferred_size (self, NULL, NULL, &natural_width, &natural_height); actor_box.x1 = actor_x; actor_box.y1 = actor_y; actor_box.x2 = actor_box.x1 + natural_width; actor_box.y2 = actor_box.y1 + natural_height; clutter_actor_allocate (self, &actor_box, flags); } /** * clutter_actor_allocate_align_fill: * @self: a #ClutterActor * @box: a #ClutterActorBox, containing the available width and height * @x_align: the horizontal alignment, between 0 and 1 * @y_align: the vertical alignment, between 0 and 1 * @x_fill: whether the actor should fill horizontally * @y_fill: whether the actor should fill vertically * @flags: allocation flags to be passed to clutter_actor_allocate() * * Allocates @self by taking into consideration the available allocation * area; an alignment factor on either axis; and whether the actor should * fill the allocation on either axis. * * The @box should contain the available allocation width and height; * if the x1 and y1 members of #ClutterActorBox are not set to 0, the * allocation will be offset by their value. * * This function takes into consideration the geometry request specified by * the #ClutterActor:request-mode property, and the text direction. * * This function is useful for fluid layout managers, like #ClutterBinLayout * or #ClutterTableLayout * * Since: 1.4 */ void clutter_actor_allocate_align_fill (ClutterActor *self, const ClutterActorBox *box, gdouble x_align, gdouble y_align, gboolean x_fill, gboolean y_fill, ClutterAllocationFlags flags) { ClutterActorPrivate *priv; ClutterActorBox allocation = { 0, }; gfloat x_offset, y_offset; gfloat available_width, available_height; gfloat child_width, child_height; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (box != NULL); g_return_if_fail (x_align >= 0.0 && x_align <= 1.0); g_return_if_fail (y_align >= 0.0 && y_align <= 1.0); priv = self->priv; clutter_actor_box_get_origin (box, &x_offset, &y_offset); clutter_actor_box_get_size (box, &available_width, &available_height); if (available_width < 0) available_width = 0; if (available_height < 0) available_height = 0; if (x_fill) { allocation.x1 = x_offset; allocation.x2 = allocation.x1 + available_width; } if (y_fill) { allocation.y1 = y_offset; allocation.y2 = allocation.y1 + available_height; } /* if we are filling horizontally and vertically then we're done */ if (x_fill && y_fill) goto out; child_width = child_height = 0.0f; if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH) { gfloat min_width, natural_width; gfloat min_height, natural_height; clutter_actor_get_preferred_width (self, available_height, &min_width, &natural_width); child_width = CLAMP (natural_width, min_width, available_width); if (!y_fill) { clutter_actor_get_preferred_height (self, child_width, &min_height, &natural_height); child_height = CLAMP (natural_height, min_height, available_height); } } else { gfloat min_width, natural_width; gfloat min_height, natural_height; clutter_actor_get_preferred_height (self, available_width, &min_height, &natural_height); child_height = CLAMP (natural_height, min_height, available_height); if (!x_fill) { clutter_actor_get_preferred_width (self, child_height, &min_width, &natural_width); child_width = CLAMP (natural_width, min_width, available_width); } } /* invert the horizontal alignment for RTL languages */ if (priv->text_direction == CLUTTER_TEXT_DIRECTION_RTL) x_align = 1.0 - x_align; if (!x_fill) { allocation.x1 = x_offset + ((available_width - child_width) * x_align); allocation.x2 = allocation.x1 + child_width; } if (!y_fill) { allocation.y1 = y_offset + ((available_height - child_height) * y_align); allocation.y2 = allocation.y1 + child_height; } out: clutter_actor_box_clamp_to_pixel (&allocation); clutter_actor_allocate (self, &allocation, flags); } /** * clutter_actor_grab_key_focus: * @self: a #ClutterActor * * Sets the key focus of the #ClutterStage including @self * to this #ClutterActor. * * Since: 1.0 */ void clutter_actor_grab_key_focus (ClutterActor *self) { ClutterActor *stage; g_return_if_fail (CLUTTER_IS_ACTOR (self)); stage = _clutter_actor_get_stage_internal (self); if (stage != NULL) clutter_stage_set_key_focus (CLUTTER_STAGE (stage), self); } /** * clutter_actor_get_pango_context: * @self: a #ClutterActor * * Retrieves the #PangoContext for @self. The actor's #PangoContext * is already configured using the appropriate font map, resolution * and font options. * * Unlike clutter_actor_create_pango_context(), this context is owend * by the #ClutterActor and it will be updated each time the options * stored by the #ClutterBackend change. * * You can use the returned #PangoContext to create a #PangoLayout * and render text using cogl_pango_render_layout() to reuse the * glyphs cache also used by Clutter. * * Return value: (transfer none): the #PangoContext for a #ClutterActor. * The returned #PangoContext is owned by the actor and should not be * unreferenced by the application code * * Since: 1.0 */ PangoContext * clutter_actor_get_pango_context (ClutterActor *self) { ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); priv = self->priv; if (priv->pango_context != NULL) return priv->pango_context; priv->pango_context = _clutter_context_get_pango_context (); g_object_ref (priv->pango_context); return priv->pango_context; } /** * clutter_actor_create_pango_context: * @self: a #ClutterActor * * Creates a #PangoContext for the given actor. The #PangoContext * is already configured using the appropriate font map, resolution * and font options. * * See also clutter_actor_get_pango_context(). * * Return value: (transfer full): the newly created #PangoContext. * Use g_object_unref() on the returned value to deallocate its * resources * * Since: 1.0 */ PangoContext * clutter_actor_create_pango_context (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); return _clutter_context_create_pango_context (); } /** * clutter_actor_create_pango_layout: * @self: a #ClutterActor * @text: (allow-none) the text to set on the #PangoLayout, or %NULL * * Creates a new #PangoLayout from the same #PangoContext used * by the #ClutterActor. The #PangoLayout is already configured * with the font map, resolution and font options, and the * given @text. * * If you want to keep around a #PangoLayout created by this * function you will have to connect to the #ClutterBackend::font-changed * and #ClutterBackend::resolution-changed signals, and call * pango_layout_context_changed() in response to them. * * Return value: (transfer full): the newly created #PangoLayout. * Use g_object_unref() when done * * Since: 1.0 */ PangoLayout * clutter_actor_create_pango_layout (ClutterActor *self, const gchar *text) { PangoContext *context; PangoLayout *layout; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); context = clutter_actor_get_pango_context (self); layout = pango_layout_new (context); if (text) pango_layout_set_text (layout, text, -1); return layout; } /* Allows overriding the calculated paint opacity. Used by ClutterClone and * ClutterOffscreenEffect. */ void _clutter_actor_set_opacity_override (ClutterActor *self, gint opacity) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->opacity_override = opacity; } gint _clutter_actor_get_opacity_override (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1); return self->priv->opacity_override; } /* Allows you to disable applying the actors model view transform during * a paint. Used by ClutterClone. */ void _clutter_actor_set_enable_model_view_transform (ClutterActor *self, gboolean enable) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->enable_model_view_transform = enable; } void _clutter_actor_set_enable_paint_unmapped (ClutterActor *self, gboolean enable) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; priv->enable_paint_unmapped = enable; if (priv->enable_paint_unmapped) { /* Make sure that the parents of the widget are realized first; * otherwise checks in clutter_actor_update_map_state() will * fail. */ clutter_actor_realize (self); clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED); } else { clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED); } } static void clutter_anchor_coord_get_units (ClutterActor *self, const AnchorCoord *coord, gfloat *x, gfloat *y, gfloat *z) { if (coord->is_fractional) { gfloat actor_width, actor_height; clutter_actor_get_size (self, &actor_width, &actor_height); if (x) *x = actor_width * coord->v.fraction.x; if (y) *y = actor_height * coord->v.fraction.y; if (z) *z = 0; } else { if (x) *x = coord->v.units.x; if (y) *y = coord->v.units.y; if (z) *z = coord->v.units.z; } } static void clutter_anchor_coord_set_units (AnchorCoord *coord, gfloat x, gfloat y, gfloat z) { coord->is_fractional = FALSE; coord->v.units.x = x; coord->v.units.y = y; coord->v.units.z = z; } static ClutterGravity clutter_anchor_coord_get_gravity (AnchorCoord *coord) { if (coord->is_fractional) { if (coord->v.fraction.x == 0.0) { if (coord->v.fraction.y == 0.0) return CLUTTER_GRAVITY_NORTH_WEST; else if (coord->v.fraction.y == 0.5) return CLUTTER_GRAVITY_WEST; else if (coord->v.fraction.y == 1.0) return CLUTTER_GRAVITY_SOUTH_WEST; else return CLUTTER_GRAVITY_NONE; } else if (coord->v.fraction.x == 0.5) { if (coord->v.fraction.y == 0.0) return CLUTTER_GRAVITY_NORTH; else if (coord->v.fraction.y == 0.5) return CLUTTER_GRAVITY_CENTER; else if (coord->v.fraction.y == 1.0) return CLUTTER_GRAVITY_SOUTH; else return CLUTTER_GRAVITY_NONE; } else if (coord->v.fraction.x == 1.0) { if (coord->v.fraction.y == 0.0) return CLUTTER_GRAVITY_NORTH_EAST; else if (coord->v.fraction.y == 0.5) return CLUTTER_GRAVITY_EAST; else if (coord->v.fraction.y == 1.0) return CLUTTER_GRAVITY_SOUTH_EAST; else return CLUTTER_GRAVITY_NONE; } else return CLUTTER_GRAVITY_NONE; } else return CLUTTER_GRAVITY_NONE; } static void clutter_anchor_coord_set_gravity (AnchorCoord *coord, ClutterGravity gravity) { switch (gravity) { case CLUTTER_GRAVITY_NORTH: coord->v.fraction.x = 0.5; coord->v.fraction.y = 0.0; break; case CLUTTER_GRAVITY_NORTH_EAST: coord->v.fraction.x = 1.0; coord->v.fraction.y = 0.0; break; case CLUTTER_GRAVITY_EAST: coord->v.fraction.x = 1.0; coord->v.fraction.y = 0.5; break; case CLUTTER_GRAVITY_SOUTH_EAST: coord->v.fraction.x = 1.0; coord->v.fraction.y = 1.0; break; case CLUTTER_GRAVITY_SOUTH: coord->v.fraction.x = 0.5; coord->v.fraction.y = 1.0; break; case CLUTTER_GRAVITY_SOUTH_WEST: coord->v.fraction.x = 0.0; coord->v.fraction.y = 1.0; break; case CLUTTER_GRAVITY_WEST: coord->v.fraction.x = 0.0; coord->v.fraction.y = 0.5; break; case CLUTTER_GRAVITY_NORTH_WEST: coord->v.fraction.x = 0.0; coord->v.fraction.y = 0.0; break; case CLUTTER_GRAVITY_CENTER: coord->v.fraction.x = 0.5; coord->v.fraction.y = 0.5; break; default: coord->v.fraction.x = 0.0; coord->v.fraction.y = 0.0; break; } coord->is_fractional = TRUE; } static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord) { if (coord->is_fractional) return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0; else return (coord->v.units.x == 0.0 && coord->v.units.y == 0.0 && coord->v.units.z == 0.0); } /** * clutter_actor_get_flags: * @self: a #ClutterActor * * Retrieves the flags set on @self * * Return value: a bitwise or of #ClutterActorFlags or 0 * * Since: 1.0 */ ClutterActorFlags clutter_actor_get_flags (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); return self->flags; } /** * clutter_actor_set_flags: * @self: a #ClutterActor * @flags: the flags to set * * Sets @flags on @self * * This function will emit notifications for the changed properties * * Since: 1.0 */ void clutter_actor_set_flags (ClutterActor *self, ClutterActorFlags flags) { ClutterActorFlags old_flags; GObject *obj; gboolean was_reactive_set, reactive_set; gboolean was_realized_set, realized_set; gboolean was_mapped_set, mapped_set; gboolean was_visible_set, visible_set; g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (self->flags == flags) return; obj = G_OBJECT (self); g_object_ref (obj); g_object_freeze_notify (obj); old_flags = self->flags; was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0); was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0); was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0); was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0); self->flags |= flags; reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0); realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0); mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0); visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0); if (reactive_set != was_reactive_set) g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]); if (realized_set != was_realized_set) g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]); if (mapped_set != was_mapped_set) g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]); if (visible_set != was_visible_set) g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]); g_object_thaw_notify (obj); g_object_unref (obj); } /** * clutter_actor_unset_flags: * @self: a #ClutterActor * @flags: the flags to unset * * Unsets @flags on @self * * This function will emit notifications for the changed properties * * Since: 1.0 */ void clutter_actor_unset_flags (ClutterActor *self, ClutterActorFlags flags) { ClutterActorFlags old_flags; GObject *obj; gboolean was_reactive_set, reactive_set; gboolean was_realized_set, realized_set; gboolean was_mapped_set, mapped_set; gboolean was_visible_set, visible_set; g_return_if_fail (CLUTTER_IS_ACTOR (self)); obj = G_OBJECT (self); g_object_freeze_notify (obj); old_flags = self->flags; was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0); was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0); was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0); was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0); self->flags &= ~flags; if (self->flags == old_flags) return; reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0); realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0); mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0); visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0); if (reactive_set != was_reactive_set) g_object_notify_by_pspec (obj, obj_props[PROP_REACTIVE]); if (realized_set != was_realized_set) g_object_notify_by_pspec (obj, obj_props[PROP_REALIZED]); if (mapped_set != was_mapped_set) g_object_notify_by_pspec (obj, obj_props[PROP_MAPPED]); if (visible_set != was_visible_set) g_object_notify_by_pspec (obj, obj_props[PROP_VISIBLE]); g_object_thaw_notify (obj); } /** * clutter_actor_get_transformation_matrix: * @self: a #ClutterActor * @matrix: (out): the return location for a #CoglMatrix * * Retrieves the transformations applied to @self relative to its * parent. * * Since: 1.0 */ void clutter_actor_get_transformation_matrix (ClutterActor *self, CoglMatrix *matrix) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); cogl_matrix_init_identity (matrix); _clutter_actor_apply_modelview_transform (self, matrix); } void _clutter_actor_set_in_clone_paint (ClutterActor *self, gboolean is_in_clone_paint) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->in_clone_paint = is_in_clone_paint; } /** * clutter_actor_is_in_clone_paint: * @self: a #ClutterActor * * Checks whether @self is being currently painted by a #ClutterClone * * This function is useful only inside the ::paint virtual function * implementations or within handlers for the #ClutterActor::paint * signal * * This function should not be used by applications * * Return value: %TRUE if the #ClutterActor is currently being painted * by a #ClutterClone, and %FALSE otherwise * * Since: 1.0 */ gboolean clutter_actor_is_in_clone_paint (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); return self->priv->in_clone_paint; } static void set_direction_recursive (ClutterActor *actor, gpointer user_data) { ClutterTextDirection text_dir = GPOINTER_TO_INT (user_data); clutter_actor_set_text_direction (actor, text_dir); } /** * clutter_actor_set_text_direction: * @self: a #ClutterActor * @text_dir: the text direction for @self * * Sets the #ClutterTextDirection for an actor * * The passed text direction must not be %CLUTTER_TEXT_DIRECTION_DEFAULT * * If @self implements #ClutterContainer then this function will recurse * inside all the children of @self (including the internal ones). * * Composite actors not implementing #ClutterContainer, or actors requiring * special handling when the text direction changes, should connect to * the #GObject::notify signal for the #ClutterActor:text-direction property * * Since: 1.2 */ void clutter_actor_set_text_direction (ClutterActor *self, ClutterTextDirection text_dir) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (text_dir != CLUTTER_TEXT_DIRECTION_DEFAULT); priv = self->priv; if (priv->text_direction != text_dir) { priv->text_direction = text_dir; /* we need to emit the notify::text-direction first, so that * the sub-classes can catch that and do specific handling of * the text direction; see clutter_text_direction_changed_cb() * inside clutter-text.c */ g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_TEXT_DIRECTION]); /* if this is a container we need to recurse */ if (CLUTTER_IS_CONTAINER (self)) { ClutterContainer *container = CLUTTER_CONTAINER (self); clutter_container_foreach_with_internals (container, set_direction_recursive, GINT_TO_POINTER (text_dir)); } clutter_actor_queue_relayout (self); } } void _clutter_actor_set_has_pointer (ClutterActor *self, gboolean has_pointer) { ClutterActorPrivate *priv = self->priv; if (priv->has_pointer != has_pointer) { priv->has_pointer = has_pointer; g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_HAS_POINTER]); } } /** * clutter_actor_get_text_direction: * @self: a #ClutterActor * * Retrieves the value set using clutter_actor_set_text_direction() * * If no text direction has been previously set, the default text * direction, as returned by clutter_get_default_text_direction(), will * be returned instead * * Return value: the #ClutterTextDirection for the actor * * Since: 1.2 */ ClutterTextDirection clutter_actor_get_text_direction (ClutterActor *self) { ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_TEXT_DIRECTION_LTR); priv = self->priv; /* if no direction has been set yet use the default */ if (priv->text_direction == CLUTTER_TEXT_DIRECTION_DEFAULT) priv->text_direction = clutter_get_default_text_direction (); return priv->text_direction; } /** * clutter_actor_push_internal: * @self: a #ClutterActor * * Should be used by actors implementing the #ClutterContainer and with * internal children added through clutter_actor_set_parent(), for instance: * * |[ * static void * my_actor_init (MyActor *self) * { * self->priv = SELF_ACTOR_GET_PRIVATE (self); * * clutter_actor_push_internal (CLUTTER_ACTOR (self)); * * /* calling clutter_actor_set_parent() now will result in * * the internal flag being set on a child of MyActor * */ * * /* internal child - a background texture */ * self->priv->background_tex = clutter_texture_new (); * clutter_actor_set_parent (self->priv->background_tex, * CLUTTER_ACTOR (self)); * * /* internal child - a label */ * self->priv->label = clutter_text_new (); * clutter_actor_set_parent (self->priv->label, * CLUTTER_ACTOR (self)); * * clutter_actor_pop_internal (CLUTTER_ACTOR (self)); * * /* calling clutter_actor_set_parent() now will not result in * * the internal flag being set on a child of MyActor * */ * } * ]| * * This function will be used by Clutter to toggle an "internal child" * flag whenever clutter_actor_set_parent() is called; internal children * are handled differently by Clutter, specifically when destroying their * parent. * * Call clutter_actor_pop_internal() when you finished adding internal * children. * * Nested calls to clutter_actor_push_internal() are allowed, but each * one must by followed by a clutter_actor_pop_internal() call. * * Since: 1.2 */ void clutter_actor_push_internal (ClutterActor *self) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->internal_child += 1; } /** * clutter_actor_pop_internal: * @self: a #ClutterActor * * Disables the effects of clutter_actor_push_internal() * * Since: 1.2 */ void clutter_actor_pop_internal (ClutterActor *self) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (priv->internal_child == 0) { g_warning ("Mismatched %s: you need to call " "clutter_actor_push_composite() at least once before " "calling this function", G_STRFUNC); return; } priv->internal_child -= 1; } /** * clutter_actor_has_pointer: * @self: a #ClutterActor * * Checks whether an actor contains the pointer of a * #ClutterInputDevice * * Return value: %TRUE if the actor contains the pointer, and * %FALSE otherwise * * Since: 1.2 */ gboolean clutter_actor_has_pointer (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); return self->priv->has_pointer; } /* XXX: This is a workaround for not being able to break the ABI of * the QUEUE_REDRAW signal. It is an out-of-band argument. See * clutter_actor_queue_clipped_redraw() for details. */ ClutterPaintVolume * _clutter_actor_get_queue_redraw_clip (ClutterActor *self) { return self->priv->oob_queue_redraw_clip; } void _clutter_actor_set_queue_redraw_clip (ClutterActor *self, ClutterPaintVolume *clip) { self->priv->oob_queue_redraw_clip = clip; } /** * clutter_actor_has_allocation: * @self: a #ClutterActor * * Checks if the actor has an up-to-date allocation assigned to * it. This means that the actor should have an allocation: it's * visible and has a parent. It also means that there is no * outstanding relayout request in progress for the actor or its * children (There might be other outstanding layout requests in * progress that will cause the actor to get a new allocation * when the stage is laid out, however). * * If this function returns %FALSE, then the actor will normally * be allocated before it is next drawn on the screen. * * Return value: %TRUE if the actor has an up-to-date allocation * * Since: 1.4 */ gboolean clutter_actor_has_allocation (ClutterActor *self) { ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); priv = self->priv; return priv->parent_actor != NULL && CLUTTER_ACTOR_IS_VISIBLE (self) && !priv->needs_allocation; } /** * clutter_actor_add_action: * @self: a #ClutterActor * @action: a #ClutterAction * * Adds @action to the list of actions applied to @self * * A #ClutterAction can only belong to one actor at a time * * The #ClutterActor will hold a reference on @action until either * clutter_actor_remove_action() or clutter_actor_clear_actions() * is called * * Since: 1.4 */ void clutter_actor_add_action (ClutterActor *self, ClutterAction *action) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (CLUTTER_IS_ACTION (action)); priv = self->priv; if (priv->actions == NULL) { priv->actions = g_object_new (CLUTTER_TYPE_META_GROUP, NULL); priv->actions->actor = self; } _clutter_meta_group_add_meta (priv->actions, CLUTTER_ACTOR_META (action)); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]); } /** * clutter_actor_add_action_with_name: * @self: a #ClutterActor * @name: the name to set on the action * @action: a #ClutterAction * * A convenience function for setting the name of a #ClutterAction * while adding it to the list of actions applied to @self * * This function is the logical equivalent of: * * |[ * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name); * clutter_actor_add_action (self, action); * ]| * * Since: 1.4 */ void clutter_actor_add_action_with_name (ClutterActor *self, const gchar *name, ClutterAction *action) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (name != NULL); g_return_if_fail (CLUTTER_IS_ACTION (action)); clutter_actor_meta_set_name (CLUTTER_ACTOR_META (action), name); clutter_actor_add_action (self, action); } /** * clutter_actor_remove_action: * @self: a #ClutterActor * @action: a #ClutterAction * * Removes @action from the list of actions applied to @self * * The reference held by @self on the #ClutterAction will be released * * Since: 1.4 */ void clutter_actor_remove_action (ClutterActor *self, ClutterAction *action) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (CLUTTER_IS_ACTION (action)); priv = self->priv; if (priv->actions == NULL) return; _clutter_meta_group_remove_meta (priv->actions, CLUTTER_ACTOR_META (action)); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]); } /** * clutter_actor_remove_action_by_name: * @self: a #ClutterActor * @name: the name of the action to remove * * Removes the #ClutterAction with the given name from the list * of actions applied to @self * * Since: 1.4 */ void clutter_actor_remove_action_by_name (ClutterActor *self, const gchar *name) { ClutterActorPrivate *priv; ClutterActorMeta *meta; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (name != NULL); priv = self->priv; if (priv->actions == NULL) return; meta = _clutter_meta_group_get_meta (priv->actions, name); if (meta == NULL) return; _clutter_meta_group_remove_meta (priv->actions, meta); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_ACTIONS]); } /** * clutter_actor_get_actions: * @self: a #ClutterActor * * Retrieves the list of actions applied to @self * * Return value: (transfer container) (element-type Clutter.Action): a copy * of the list of #ClutterActions. The contents of the list are * owned by the #ClutterActor. Use g_list_free() to free the resources * allocated by the returned #GList * * Since: 1.4 */ GList * clutter_actor_get_actions (ClutterActor *self) { const GList *actions; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); if (self->priv->actions == NULL) return NULL; actions = _clutter_meta_group_peek_metas (self->priv->actions); return g_list_copy ((GList *) actions); } /** * clutter_actor_get_action: * @self: a #ClutterActor * @name: the name of the action to retrieve * * Retrieves the #ClutterAction with the given name in the list * of actions applied to @self * * Return value: (transfer none): a #ClutterAction for the given * name, or %NULL. The returned #ClutterAction is owned by the * actor and it should not be unreferenced directly * * Since: 1.4 */ ClutterAction * clutter_actor_get_action (ClutterActor *self, const gchar *name) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); g_return_val_if_fail (name != NULL, NULL); if (self->priv->actions == NULL) return NULL; return CLUTTER_ACTION (_clutter_meta_group_get_meta (self->priv->actions, name)); } /** * clutter_actor_clear_actions: * @self: a #ClutterActor * * Clears the list of actions applied to @self * * Since: 1.4 */ void clutter_actor_clear_actions (ClutterActor *self) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (self->priv->actions == NULL) return; _clutter_meta_group_clear_metas (self->priv->actions); } /** * clutter_actor_add_constraint: * @self: a #ClutterActor * @constraint: a #ClutterConstraint * * Adds @constraint to the list of #ClutterConstraints applied * to @self * * The #ClutterActor will hold a reference on the @constraint until * either clutter_actor_remove_constraint() or * clutter_actor_clear_constraints() is called. * * Since: 1.4 */ void clutter_actor_add_constraint (ClutterActor *self, ClutterConstraint *constraint) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint)); priv = self->priv; if (priv->constraints == NULL) { priv->constraints = g_object_new (CLUTTER_TYPE_META_GROUP, NULL); priv->constraints->actor = self; } _clutter_meta_group_add_meta (priv->constraints, CLUTTER_ACTOR_META (constraint)); clutter_actor_queue_relayout (self); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]); } /** * clutter_actor_add_constraint_with_name: * @self: a #ClutterActor * @name: the name to set on the constraint * @constraint: a #ClutterConstraint * * A convenience function for setting the name of a #ClutterConstraint * while adding it to the list of constraints applied to @self * * This function is the logical equivalent of: * * |[ * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name); * clutter_actor_add_constraint (self, constraint); * ]| * * Since: 1.4 */ void clutter_actor_add_constraint_with_name (ClutterActor *self, const gchar *name, ClutterConstraint *constraint) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (name != NULL); g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint)); clutter_actor_meta_set_name (CLUTTER_ACTOR_META (constraint), name); clutter_actor_add_constraint (self, constraint); } /** * clutter_actor_remove_constraint: * @self: a #ClutterActor * @constraint: a #ClutterConstraint * * Removes @constraint from the list of constraints applied to @self * * The reference held by @self on the #ClutterConstraint will be released * * Since: 1.4 */ void clutter_actor_remove_constraint (ClutterActor *self, ClutterConstraint *constraint) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (CLUTTER_IS_CONSTRAINT (constraint)); priv = self->priv; if (priv->constraints == NULL) return; _clutter_meta_group_remove_meta (priv->constraints, CLUTTER_ACTOR_META (constraint)); clutter_actor_queue_relayout (self); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CONSTRAINTS]); } /** * clutter_actor_remove_constraint_by_name: * @self: a #ClutterActor * @name: the name of the constraint to remove * * Removes the #ClutterConstraint with the given name from the list * of constraints applied to @self * * Since: 1.4 */ void clutter_actor_remove_constraint_by_name (ClutterActor *self, const gchar *name) { ClutterActorPrivate *priv; ClutterActorMeta *meta; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (name != NULL); priv = self->priv; if (priv->constraints == NULL) return; meta = _clutter_meta_group_get_meta (priv->constraints, name); if (meta == NULL) return; _clutter_meta_group_remove_meta (priv->constraints, meta); clutter_actor_queue_relayout (self); } /** * clutter_actor_get_constraints: * @self: a #ClutterActor * * Retrieves the list of constraints applied to @self * * Return value: (transfer container) (element-type Clutter.Constraint): a copy * of the list of #ClutterConstraints. The contents of the list are * owned by the #ClutterActor. Use g_list_free() to free the resources * allocated by the returned #GList * * Since: 1.4 */ GList * clutter_actor_get_constraints (ClutterActor *self) { const GList *constraints; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); if (self->priv->constraints == NULL) return NULL; constraints = _clutter_meta_group_peek_metas (self->priv->constraints); return g_list_copy ((GList *) constraints); } /** * clutter_actor_get_constraint: * @self: a #ClutterActor * @name: the name of the constraint to retrieve * * Retrieves the #ClutterConstraint with the given name in the list * of constraints applied to @self * * Return value: (transfer none): a #ClutterConstraint for the given * name, or %NULL. The returned #ClutterConstraint is owned by the * actor and it should not be unreferenced directly * * Since: 1.4 */ ClutterConstraint * clutter_actor_get_constraint (ClutterActor *self, const gchar *name) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); g_return_val_if_fail (name != NULL, NULL); if (self->priv->constraints == NULL) return NULL; return CLUTTER_CONSTRAINT (_clutter_meta_group_get_meta (self->priv->constraints, name)); } /** * clutter_actor_clear_constraints: * @self: a #ClutterActor * * Clears the list of constraints applied to @self * * Since: 1.4 */ void clutter_actor_clear_constraints (ClutterActor *self) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (self->priv->constraints == NULL) return; _clutter_meta_group_clear_metas (self->priv->constraints); } /** * clutter_actor_set_clip_to_allocation: * @self: a #ClutterActor * @clip_set: %TRUE to apply a clip tracking the allocation * * Sets whether @self should be clipped to the same size as its * allocation * * Since: 1.4 */ void clutter_actor_set_clip_to_allocation (ClutterActor *self, gboolean clip_set) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clip_set = !!clip_set; priv = self->priv; if (priv->clip_to_allocation != clip_set) { priv->clip_to_allocation = clip_set; clutter_actor_queue_redraw (self); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_CLIP_TO_ALLOCATION]); } } /** * clutter_actor_get_clip_to_allocation: * @self: a #ClutterActor * * Retrieves the value set using clutter_actor_set_clip_to_allocation() * * Return value: %TRUE if the #ClutterActor is clipped to its allocation * * Since: 1.4 */ gboolean clutter_actor_get_clip_to_allocation (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); return self->priv->clip_to_allocation; } /** * clutter_actor_add_effect: * @self: a #ClutterActor * @effect: a #ClutterEffect * * Adds @effect to the list of #ClutterEffects applied to @self * * The #ClutterActor will hold a reference on the @effect until either * clutter_actor_remove_effect() or clutter_actor_clear_effects() is * called. * * Since: 1.4 */ void clutter_actor_add_effect (ClutterActor *self, ClutterEffect *effect) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (CLUTTER_IS_EFFECT (effect)); priv = self->priv; if (priv->effects == NULL) { priv->effects = g_object_new (CLUTTER_TYPE_META_GROUP, NULL); priv->effects->actor = self; } _clutter_meta_group_add_meta (priv->effects, CLUTTER_ACTOR_META (effect)); clutter_actor_queue_redraw (self); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]); } /** * clutter_actor_add_effect_with_name: * @self: a #ClutterActor * @name: the name to set on the effect * @effect: a #ClutterEffect * * A convenience function for setting the name of a #ClutterEffect * while adding it to the list of effectss applied to @self * * This function is the logical equivalent of: * * |[ * clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name); * clutter_actor_add_effect (self, effect); * ]| * * Since: 1.4 */ void clutter_actor_add_effect_with_name (ClutterActor *self, const gchar *name, ClutterEffect *effect) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (name != NULL); g_return_if_fail (CLUTTER_IS_EFFECT (effect)); clutter_actor_meta_set_name (CLUTTER_ACTOR_META (effect), name); clutter_actor_add_effect (self, effect); } /** * clutter_actor_remove_effect: * @self: a #ClutterActor * @effect: a #ClutterEffect * * Removes @effect from the list of effects applied to @self * * The reference held by @self on the #ClutterEffect will be released * * Since: 1.4 */ void clutter_actor_remove_effect (ClutterActor *self, ClutterEffect *effect) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (CLUTTER_IS_EFFECT (effect)); priv = self->priv; if (priv->effects == NULL) return; _clutter_meta_group_remove_meta (priv->effects, CLUTTER_ACTOR_META (effect)); clutter_actor_queue_redraw (self); g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_EFFECT]); } /** * clutter_actor_remove_effect_by_name: * @self: a #ClutterActor * @name: the name of the effect to remove * * Removes the #ClutterEffect with the given name from the list * of effects applied to @self * * Since: 1.4 */ void clutter_actor_remove_effect_by_name (ClutterActor *self, const gchar *name) { ClutterActorPrivate *priv; ClutterActorMeta *meta; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (name != NULL); priv = self->priv; if (priv->effects == NULL) return; meta = _clutter_meta_group_get_meta (priv->effects, name); if (meta == NULL) return; _clutter_meta_group_remove_meta (priv->effects, meta); } /** * clutter_actor_get_effects: * @self: a #ClutterActor * * Retrieves the #ClutterEffects applied on @self, if any * * Return value: (transfer container) (element-type Clutter.Effect): a list * of #ClutterEffects, or %NULL. The elements of the returned * list are owned by Clutter and they should not be freed. You should * free the returned list using g_list_free() when done * * Since: 1.4 */ GList * clutter_actor_get_effects (ClutterActor *self) { ClutterActorPrivate *priv; const GList *effects; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); priv = self->priv; if (priv->effects == NULL) return NULL; effects = _clutter_meta_group_peek_metas (priv->effects); return g_list_copy ((GList *) effects); } /** * clutter_actor_get_effect: * @self: a #ClutterActor * @name: the name of the effect to retrieve * * Retrieves the #ClutterEffect with the given name in the list * of effects applied to @self * * Return value: (transfer none): a #ClutterEffect for the given * name, or %NULL. The returned #ClutterEffect is owned by the * actor and it should not be unreferenced directly * * Since: 1.4 */ ClutterEffect * clutter_actor_get_effect (ClutterActor *self, const gchar *name) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); g_return_val_if_fail (name != NULL, NULL); if (self->priv->effects == NULL) return NULL; return CLUTTER_EFFECT (_clutter_meta_group_get_meta (self->priv->effects, name)); } /** * clutter_actor_clear_effects: * @self: a #ClutterActor * * Clears the list of effects applied to @self * * Since: 1.4 */ void clutter_actor_clear_effects (ClutterActor *self) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (self->priv->effects == NULL) return; _clutter_meta_group_clear_metas (self->priv->effects); } /** * clutter_actor_has_key_focus: * @self: a #ClutterActor * * Checks whether @self is the #ClutterActor that has key focus * * Return value: %TRUE if the actor has key focus, and %FALSE otherwise * * Since: 1.4 */ gboolean clutter_actor_has_key_focus (ClutterActor *self) { ClutterActor *stage; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); stage = _clutter_actor_get_stage_internal (self); if (stage == NULL) return FALSE; return clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self; } static gboolean _clutter_actor_get_paint_volume_real (ClutterActor *self, ClutterPaintVolume *pv) { ClutterActorPrivate *priv = self->priv; /* Actors are only expected to report a valid paint volume * while they have a valid allocation. */ if (G_UNLIKELY (priv->needs_allocation)) { CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): " "Actor needs allocation", G_OBJECT_TYPE_NAME (self)); return FALSE; } /* Check if there are any handlers connected to the paint * signal. If there are then all bets are off for what the paint * volume for this actor might possibly be! * * XXX: It's expected that this is going to end up being quite a * costly check to have to do here, but we haven't come up with * another solution that can reliably catch paint signal handlers at * the right time to either avoid artefacts due to invalid stage * clipping or due to incorrect culling. * * Previously we checked in clutter_actor_paint(), but at that time * we may already be using a stage clip that could be derived from * an invalid paint-volume. We used to try and handle that by * queuing a follow up, unclipped, redraw but still the previous * checking wasn't enough to catch invalid volumes involved in * culling (considering that containers may derive their volume from * children that haven't yet been painted) * * Longer term, improved solutions could be: * - Disallow painting in the paint signal, only allow using it * for tracking when paints happen. We can add another API that * allows monkey patching the paint of arbitrary actors but in a * more controlled way and that also supports modifying the * paint-volume. * - If we could be notified somehow when signal handlers are * connected we wouldn't have to poll for handlers like this. */ if (g_signal_has_handler_pending (self, actor_signals[PAINT], 0, TRUE)) { CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): " "Actor has \"paint\" signal handlers", G_OBJECT_TYPE_NAME (self)); return FALSE; } _clutter_paint_volume_init_static (pv, self); if (!CLUTTER_ACTOR_GET_CLASS (self)->get_paint_volume (self, pv)) { clutter_paint_volume_free (pv); CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): " "Actor failed to report a volume", G_OBJECT_TYPE_NAME (self)); return FALSE; } /* since effects can modify the paint volume, we allow them to actually * do this by making get_paint_volume() "context sensitive" */ if (priv->effects != NULL) { if (priv->current_effect != NULL) { const GList *effects, *l; /* if we are being called from within the paint sequence of * an actor, get the paint volume up to the current effect */ effects = _clutter_meta_group_peek_metas (priv->effects); for (l = effects; l != NULL || (l != NULL && l->data != priv->current_effect); l = l->next) { if (!_clutter_effect_get_paint_volume (l->data, pv)) { clutter_paint_volume_free (pv); CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): " "Effect (%s) failed to report a volume", G_OBJECT_TYPE_NAME (self), G_OBJECT_TYPE_NAME (l->data)); return FALSE; } } } else { const GList *effects, *l; /* otherwise, get the cumulative volume */ effects = _clutter_meta_group_peek_metas (priv->effects); for (l = effects; l != NULL; l = l->next) if (!_clutter_effect_get_paint_volume (l->data, pv)) { clutter_paint_volume_free (pv); CLUTTER_NOTE (CLIPPING, "Bail from get_paint_volume (%s): " "Effect (%s) failed to report a volume", G_OBJECT_TYPE_NAME (self), G_OBJECT_TYPE_NAME (l->data)); return FALSE; } } } return TRUE; } /* The public clutter_actor_get_paint_volume API returns a const * pointer since we return a pointer directly to the cached * PaintVolume associated with the actor and don't want the user to * inadvertently modify it, but for internal uses we sometimes need * access to the same PaintVolume but need to apply some book-keeping * modifications to it so we don't want a const pointer. */ static ClutterPaintVolume * _clutter_actor_get_paint_volume_mutable (ClutterActor *self) { ClutterActorPrivate *priv; priv = self->priv; if (priv->paint_volume_valid) clutter_paint_volume_free (&priv->paint_volume); if (_clutter_actor_get_paint_volume_real (self, &priv->paint_volume)) { priv->paint_volume_valid = TRUE; return &priv->paint_volume; } else { priv->paint_volume_valid = FALSE; return NULL; } } /** * clutter_actor_get_paint_volume: * @self: a #ClutterActor * * Retrieves the paint volume of the passed #ClutterActor, or %NULL * when a paint volume can't be determined. * * The paint volume is defined as the 3D space occupied by an actor * when being painted. * * This function will call the get_paint_volume() * virtual function of the #ClutterActor class. Sub-classes of #ClutterActor * should not usually care about overriding the default implementation, * unless they are, for instance: painting outside their allocation, or * actors with a depth factor (not in terms of #ClutterActor:depth but real * 3D depth). * * 2D actors overriding get_paint_volume() * ensure their volume has a depth of 0. (This will be true so long as * you don't call clutter_paint_volume_set_depth().) * * Return value: (transfer none): a pointer to a #ClutterPaintVolume * or %NULL if no volume could be determined. * * Since: 1.6 */ const ClutterPaintVolume * clutter_actor_get_paint_volume (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); return _clutter_actor_get_paint_volume_mutable (self); } /** * clutter_actor_get_transformed_paint_volume: * @self: a #ClutterActor * @relative_to_ancestor: A #ClutterActor that is an ancestor of @self * (or %NULL for the stage) * * Retrieves the 3D paint volume of an actor like * clutter_actor_get_paint_volume() does (Please refer to the * documentation of clutter_actor_get_paint_volume() for more * details.) and it additionally transforms the paint volume into the * coordinate space of @relative_to_ancestor. (Or the stage if %NULL * is passed for @relative_to_ancestor) * * This can be used by containers that base their paint volume on * the volume of their children. Such containers can query the * transformed paint volume of all of its children and union them * together using clutter_paint_volume_union(). * * Return value: (transfer none): a pointer to a #ClutterPaintVolume * or %NULL if no volume could be determined. * * Since: 1.6 */ const ClutterPaintVolume * clutter_actor_get_transformed_paint_volume (ClutterActor *self, ClutterActor *relative_to_ancestor) { const ClutterPaintVolume *volume; ClutterActor *stage; ClutterPaintVolume *transformed_volume; stage = _clutter_actor_get_stage_internal (self); if (G_UNLIKELY (stage == NULL)) return NULL; if (relative_to_ancestor == NULL) relative_to_ancestor = stage; volume = clutter_actor_get_paint_volume (self); if (volume == NULL) return NULL; transformed_volume = _clutter_stage_paint_volume_stack_allocate (CLUTTER_STAGE (stage)); _clutter_paint_volume_copy_static (volume, transformed_volume); _clutter_paint_volume_transform_relative (transformed_volume, relative_to_ancestor); return transformed_volume; } /** * clutter_actor_get_paint_box: * @self: a #ClutterActor * @box: (out): return location for a #ClutterActorBox * * Retrieves the paint volume of the passed #ClutterActor, and * transforms it into a 2D bounding box in stage coordinates. * * This function is useful to determine the on screen area occupied by * the actor. The box is only an approximation and may often be * considerably larger due to the optimizations used to calculate the * box. The box is never smaller though, so it can reliably be used * for culling. * * There are times when a 2D paint box can't be determined, e.g. * because the actor isn't yet parented under a stage or because * the actor is unable to determine a paint volume. * * Return value: %TRUE if a 2D paint box could be determined, else * %FALSE. * * Since: 1.6 */ gboolean clutter_actor_get_paint_box (ClutterActor *self, ClutterActorBox *box) { ClutterActor *stage; ClutterPaintVolume *pv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); g_return_val_if_fail (box != NULL, FALSE); stage = _clutter_actor_get_stage_internal (self); if (G_UNLIKELY (!stage)) return FALSE; pv = _clutter_actor_get_paint_volume_mutable (self); if (G_UNLIKELY (!pv)) return FALSE; _clutter_paint_volume_get_stage_paint_box (pv, CLUTTER_STAGE (stage), box); return TRUE; } gint _clutter_actor_get_n_children (ClutterActor *self) { return self->priv->n_children; } /* _clutter_actor_foreach_child: * @actor: The actor whos children you want to iterate * @callback: The function to call for each child * @user_data: Private data to pass to @callback * * Calls a given @callback once for each child of the specified @actor and * passing the @user_data pointer each time. * * Return value: returns %TRUE if all children were iterated, else * %FALSE if a callback broke out of iteration early. */ gboolean _clutter_actor_foreach_child (ClutterActor *self, ClutterForeachCallback callback, void *user_data) { ClutterActorPrivate *priv = self->priv; gboolean cont; GList *l; for (cont = TRUE, l = priv->children; cont && l; l = l->next) cont = callback (l->data, user_data); return cont; } /* For debugging purposes this gives us a simple way to print out * the scenegraph e.g in gdb using: * [| * _clutter_actor_traverse (clutter_stage_get_default (), * 0, * _clutter_debug_print_actor_cb, * NULL, * NULL); * |] */ ClutterActorTraverseVisitFlags _clutter_debug_print_actor_cb (ClutterActor *actor, int depth, void *user_data) { g_print ("%*s%s:%p\n", depth * 2, "", G_OBJECT_TYPE_NAME (actor), actor); return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE; } static void _clutter_actor_traverse_breadth (ClutterActor *actor, ClutterTraverseCallback callback, gpointer user_data) { GQueue *queue = g_queue_new (); ClutterActor dummy; int current_depth = 0; g_queue_push_tail (queue, actor); g_queue_push_tail (queue, &dummy); /* use to delimit depth changes */ while ((actor = g_queue_pop_head (queue))) { ClutterActorTraverseVisitFlags flags; if (actor == &dummy) { current_depth++; g_queue_push_tail (queue, &dummy); continue; } flags = callback (actor, current_depth, user_data); if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK) break; else if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN)) { GList *l; for (l = actor->priv->children; l; l = l->next) g_queue_push_tail (queue, l->data); } } g_queue_free (queue); } static ClutterActorTraverseVisitFlags _clutter_actor_traverse_depth (ClutterActor *actor, ClutterTraverseCallback before_children_callback, ClutterTraverseCallback after_children_callback, int current_depth, gpointer user_data) { ClutterActorTraverseVisitFlags flags; flags = before_children_callback (actor, current_depth, user_data); if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK) return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK; if (!(flags & CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN)) { GList *l; for (l = actor->priv->children; l; l = l->next) { flags = _clutter_actor_traverse_depth (l->data, before_children_callback, after_children_callback, current_depth + 1, user_data); if (flags & CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK) return CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK; } } if (after_children_callback) return after_children_callback (actor, current_depth, user_data); else return CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE; } /* _clutter_actor_traverse: * @actor: The actor to start traversing the graph from * @flags: These flags may affect how the traversal is done * @before_children_callback: A function to call before visiting the * children of the current actor. * @after_children_callback: A function to call after visiting the * children of the current actor. (Ignored if * %CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST is passed to @flags.) * @user_data: The private data to pass to the callbacks * * Traverses the scenegraph starting at the specified @actor and * descending through all its children and its children's children. * For each actor traversed @before_children_callback and * @after_children_callback are called with the specified * @user_data, before and after visiting that actor's children. * * The callbacks can return flags that affect the ongoing traversal * such as by skipping over an actors children or bailing out of * any further traversing. */ void _clutter_actor_traverse (ClutterActor *actor, ClutterActorTraverseFlags flags, ClutterTraverseCallback before_children_callback, ClutterTraverseCallback after_children_callback, gpointer user_data) { if (flags & CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST) _clutter_actor_traverse_breadth (actor, before_children_callback, user_data); else /* DEPTH_FIRST */ _clutter_actor_traverse_depth (actor, before_children_callback, after_children_callback, 0, /* start depth */ user_data); }