/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * * Copyright (C) 2006 OpenedHand * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . */ /** * SECTION:clutter-group * @short_description: A fixed layout container * * A #ClutterGroup is an Actor which contains multiple child actors positioned * relative to the #ClutterGroup position. Other operations such as scaling, * rotating and clipping of the group will apply to the child actors. * * A #ClutterGroup's size is defined by the size and position of its children; * it will be the smallest non-negative size that covers the right and bottom * edges of all of its children. * * Setting the size on a Group using #ClutterActor methods like * clutter_actor_set_size() will override the natural size of the Group, * however this will not affect the size of the children and they may still * be painted outside of the allocation of the group. One way to constrain * the visible area of a #ClutterGroup to a specified allocation is to * explicitly set the size of the #ClutterGroup and then use the * #ClutterActor:clip-to-allocation property. * * Deprecated: 1.10: Use #ClutterActor instead. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #define CLUTTER_DISABLE_DEPRECATION_WARNINGS #include "clutter-group.h" #include "clutter-actor.h" #include "clutter-actor-private.h" #include "clutter-container.h" #include "clutter-fixed-layout.h" #include "clutter-main.h" #include "clutter-debug.h" #include "clutter-enum-types.h" #include "clutter-marshal.h" #include "clutter-private.h" #include "cogl/cogl.h" struct _ClutterGroupPrivate { GList *children; ClutterLayoutManager *layout; }; static void clutter_container_iface_init (ClutterContainerIface *iface); G_DEFINE_TYPE_WITH_CODE (ClutterGroup, clutter_group, CLUTTER_TYPE_ACTOR, G_ADD_PRIVATE (ClutterGroup) G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER, clutter_container_iface_init)); static gint sort_by_depth (gconstpointer a, gconstpointer b) { gfloat depth_a = clutter_actor_get_depth (CLUTTER_ACTOR(a)); gfloat depth_b = clutter_actor_get_depth (CLUTTER_ACTOR(b)); if (depth_a < depth_b) return -1; if (depth_a > depth_b) return 1; return 0; } static void clutter_group_real_add (ClutterContainer *container, ClutterActor *actor) { ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv; g_object_ref (actor); priv->children = g_list_append (priv->children, actor); clutter_actor_set_parent (actor, CLUTTER_ACTOR (container)); clutter_actor_queue_relayout (CLUTTER_ACTOR (container)); g_signal_emit_by_name (container, "actor-added", actor); clutter_container_sort_depth_order (container); g_object_unref (actor); } static void clutter_group_real_actor_added (ClutterContainer *container, ClutterActor *actor) { ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv; /* XXX - children added using clutter_actor_add_child() will * cause actor-added to be emitted without going through the * add() virtual function. * * if we get an actor-added for a child that is not in our * list of children already, then we go in compatibility * mode. */ if (g_list_find (priv->children, actor) != NULL) return; priv->children = g_list_append (priv->children, actor); clutter_container_sort_depth_order (container); } static void clutter_group_real_remove (ClutterContainer *container, ClutterActor *actor) { ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv; g_object_ref (actor); priv->children = g_list_remove (priv->children, actor); clutter_actor_unparent (actor); clutter_actor_queue_relayout (CLUTTER_ACTOR (container)); g_signal_emit_by_name (container, "actor-removed", actor); clutter_actor_queue_redraw (CLUTTER_ACTOR (container)); g_object_unref (actor); } static void clutter_group_real_actor_removed (ClutterContainer *container, ClutterActor *actor) { ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv; /* XXX - same compatibility mode of the ::actor-added implementation */ if (g_list_find (priv->children, actor) == NULL) return; priv->children = g_list_remove (priv->children, actor); } static void clutter_group_real_foreach (ClutterContainer *container, ClutterCallback callback, gpointer user_data) { ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv; /* Using g_list_foreach instead of iterating the list manually because it has better protection against the current node being removed. This will happen for example if someone calls clutter_container_foreach(container, clutter_actor_destroy) */ g_list_foreach (priv->children, (GFunc) callback, user_data); } static void clutter_group_real_raise (ClutterContainer *container, ClutterActor *actor, ClutterActor *sibling) { ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv; priv->children = g_list_remove (priv->children, actor); /* Raise at the top */ if (!sibling) { GList *last_item; last_item = g_list_last (priv->children); if (last_item) sibling = last_item->data; priv->children = g_list_append (priv->children, actor); } else { gint index_ = g_list_index (priv->children, sibling) + 1; priv->children = g_list_insert (priv->children, actor, index_); } /* set Z ordering a value below, this will then call sort * as values are equal ordering shouldn't change but Z * values will be correct. * * FIXME: get rid of this crap; this is so utterly broken and wrong on * so many levels it's not even funny. sadly, we get to keep this until * we can break API and remove Group for good. */ if (sibling && clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor)) { clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling)); } clutter_actor_queue_redraw (CLUTTER_ACTOR (container)); } static void clutter_group_real_lower (ClutterContainer *container, ClutterActor *actor, ClutterActor *sibling) { ClutterGroup *self = CLUTTER_GROUP (container); ClutterGroupPrivate *priv = self->priv; priv->children = g_list_remove (priv->children, actor); /* Push to bottom */ if (!sibling) { GList *last_item; last_item = g_list_first (priv->children); if (last_item) sibling = last_item->data; priv->children = g_list_prepend (priv->children, actor); } else { gint index_ = g_list_index (priv->children, sibling); priv->children = g_list_insert (priv->children, actor, index_); } /* See comment in group_raise for this */ if (sibling && clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor)) { clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling)); } clutter_actor_queue_redraw (CLUTTER_ACTOR (container)); } static void clutter_group_real_sort_depth_order (ClutterContainer *container) { ClutterGroupPrivate *priv = CLUTTER_GROUP (container)->priv; priv->children = g_list_sort (priv->children, sort_by_depth); clutter_actor_queue_redraw (CLUTTER_ACTOR (container)); } static void clutter_container_iface_init (ClutterContainerIface *iface) { iface->add = clutter_group_real_add; iface->actor_added = clutter_group_real_actor_added; iface->remove = clutter_group_real_remove; iface->actor_removed = clutter_group_real_actor_removed; iface->foreach = clutter_group_real_foreach; iface->raise = clutter_group_real_raise; iface->lower = clutter_group_real_lower; iface->sort_depth_order = clutter_group_real_sort_depth_order; } static void clutter_group_real_paint (ClutterActor *actor) { ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv; CLUTTER_NOTE (PAINT, "ClutterGroup paint enter '%s'", _clutter_actor_get_debug_name (actor)); g_list_foreach (priv->children, (GFunc) clutter_actor_paint, NULL); CLUTTER_NOTE (PAINT, "ClutterGroup paint leave '%s'", _clutter_actor_get_debug_name (actor)); } static void clutter_group_real_pick (ClutterActor *actor, const ClutterColor *pick) { ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv; /* Chain up so we get a bounding box pained (if we are reactive) */ CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->pick (actor, pick); g_list_foreach (priv->children, (GFunc) clutter_actor_paint, NULL); } static void clutter_group_real_get_preferred_width (ClutterActor *actor, gfloat for_height, gfloat *min_width, gfloat *natural_width) { ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv; clutter_layout_manager_get_preferred_width (priv->layout, CLUTTER_CONTAINER (actor), for_height, min_width, natural_width); } static void clutter_group_real_get_preferred_height (ClutterActor *actor, gfloat for_width, gfloat *min_height, gfloat *natural_height) { ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv; clutter_layout_manager_get_preferred_height (priv->layout, CLUTTER_CONTAINER (actor), for_width, min_height, natural_height); } static void clutter_group_real_allocate (ClutterActor *actor, const ClutterActorBox *allocation, ClutterAllocationFlags flags) { ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv; ClutterActorClass *klass; klass = CLUTTER_ACTOR_CLASS (clutter_group_parent_class); klass->allocate (actor, allocation, flags); if (priv->children == NULL) return; clutter_layout_manager_allocate (priv->layout, CLUTTER_CONTAINER (actor), allocation, flags); } static void clutter_group_dispose (GObject *object) { ClutterGroup *self = CLUTTER_GROUP (object); ClutterGroupPrivate *priv = self->priv; /* Note: we are careful to consider that destroying children could * have the side-effect of destroying other children so * priv->children may be modified during clutter_actor_destroy. */ while (priv->children != NULL) { ClutterActor *child = priv->children->data; priv->children = g_list_delete_link (priv->children, priv->children); clutter_actor_destroy (child); } if (priv->layout) { clutter_layout_manager_set_container (priv->layout, NULL); g_object_unref (priv->layout); priv->layout = NULL; } G_OBJECT_CLASS (clutter_group_parent_class)->dispose (object); } static void clutter_group_real_show_all (ClutterActor *actor) { clutter_container_foreach (CLUTTER_CONTAINER (actor), CLUTTER_CALLBACK (clutter_actor_show), NULL); clutter_actor_show (actor); } static void clutter_group_real_hide_all (ClutterActor *actor) { clutter_actor_hide (actor); clutter_container_foreach (CLUTTER_CONTAINER (actor), CLUTTER_CALLBACK (clutter_actor_hide), NULL); } static gboolean clutter_group_real_get_paint_volume (ClutterActor *actor, ClutterPaintVolume *volume) { ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv; GList *l; if (priv->children == NULL) return TRUE; for (l = priv->children; l != NULL; l = l->next) { ClutterActor *child = l->data; const ClutterPaintVolume *child_volume; /* This gets the paint volume of the child transformed into the * group's coordinate space... */ child_volume = clutter_actor_get_transformed_paint_volume (child, actor); if (!child_volume) return FALSE; clutter_paint_volume_union (volume, child_volume); } return TRUE; } static void clutter_group_class_init (ClutterGroupClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); actor_class->get_preferred_width = clutter_group_real_get_preferred_width; actor_class->get_preferred_height = clutter_group_real_get_preferred_height; actor_class->allocate = clutter_group_real_allocate; actor_class->paint = clutter_group_real_paint; actor_class->pick = clutter_group_real_pick; actor_class->show_all = clutter_group_real_show_all; actor_class->hide_all = clutter_group_real_hide_all; actor_class->get_paint_volume = clutter_group_real_get_paint_volume; gobject_class->dispose = clutter_group_dispose; } static void clutter_group_init (ClutterGroup *self) { ClutterActor *actor = CLUTTER_ACTOR (self); self->priv = clutter_group_get_instance_private (self); /* turn on some optimization * * XXX - these so-called "optimizations" are insane and should have never * been used. they introduce some weird behaviour that breaks invariants * and has to be explicitly worked around. * * this flag was set by the ClutterFixedLayout, but since that layout * manager is now the default for ClutterActor, we set the flag explicitly * here, to avoid breaking perfectly working actors overriding the * allocate() virtual function. * * also, we keep this flag here so that it can die once we get rid of * ClutterGroup. */ clutter_actor_set_flags (actor, CLUTTER_ACTOR_NO_LAYOUT); self->priv->layout = clutter_fixed_layout_new (); g_object_ref_sink (self->priv->layout); clutter_actor_set_layout_manager (actor, self->priv->layout); } /** * clutter_group_new: * * Create a new #ClutterGroup. * * Return value: the newly created #ClutterGroup actor * * Deprecated: 1.10: Use clutter_actor_new() instead. */ ClutterActor * clutter_group_new (void) { return g_object_new (CLUTTER_TYPE_GROUP, NULL); } /** * clutter_group_remove_all: * @self: A #ClutterGroup * * Removes all children actors from the #ClutterGroup. * * Deprecated: 1.10: Use clutter_actor_remove_all_children() instead. */ void clutter_group_remove_all (ClutterGroup *self) { g_return_if_fail (CLUTTER_IS_GROUP (self)); clutter_actor_remove_all_children (CLUTTER_ACTOR (self)); } /** * clutter_group_get_n_children: * @self: A #ClutterGroup * * Gets the number of actors held in the group. * * Return value: The number of child actors held in the group. * * Since: 0.2 * * Deprecated: 1.10: Use clutter_actor_get_n_children() instead. */ gint clutter_group_get_n_children (ClutterGroup *self) { g_return_val_if_fail (CLUTTER_IS_GROUP (self), 0); return clutter_actor_get_n_children (CLUTTER_ACTOR (self)); } /** * clutter_group_get_nth_child: * @self: A #ClutterGroup * @index_: the position of the requested actor. * * Gets a groups child held at @index_ in stack. * * Return value: (transfer none): A Clutter actor, or %NULL if * @index_ is invalid. * * Since: 0.2 * * Deprecated: 1.10: Use clutter_actor_get_child_at_index() instead. */ ClutterActor * clutter_group_get_nth_child (ClutterGroup *self, gint index_) { ClutterActor *actor; g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL); actor = CLUTTER_ACTOR (self); g_return_val_if_fail (index_ <= clutter_actor_get_n_children (actor), NULL); return clutter_actor_get_child_at_index (actor, index_); }