/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * * Copyright (C) 2006 OpenedHand * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #ifndef _HAVE_CLUTTER_ACTOR_H #define _HAVE_CLUTTER_ACTOR_H /* clutter-actor.h */ #include #include #include #include G_BEGIN_DECLS #define CLUTTER_TYPE_GEOMETRY (clutter_geometry_get_type ()) #define CLUTTER_TYPE_ACTOR_BOX (clutter_actor_box_get_type ()) #define CLUTTER_TYPE_ACTOR clutter_actor_get_type() #define CLUTTER_ACTOR(obj) \ (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_ACTOR, ClutterActor)) #define CLUTTER_ACTOR_CLASS(klass) \ (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_ACTOR, ClutterActorClass)) #define CLUTTER_IS_ACTOR(obj) \ (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_ACTOR)) #define CLUTTER_IS_ACTOR_CLASS(klass) \ (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_ACTOR)) #define CLUTTER_ACTOR_GET_CLASS(obj) \ (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_ACTOR, ClutterActorClass)) #define CLUTTER_ACTOR_SET_FLAGS(e,f) ((e)->flags |= (f)) #define CLUTTER_ACTOR_UNSET_FLAGS(e,f) ((e)->flags &= ~(f)) #define CLUTTER_ACTOR_IS_MAPPED(e) ((e)->flags & CLUTTER_ACTOR_MAPPED) #define CLUTTER_ACTOR_IS_REALIZED(e) ((e)->flags & CLUTTER_ACTOR_REALIZED) #define CLUTTER_ACTOR_IS_VISIBLE(e) (CLUTTER_ACTOR_IS_MAPPED (e) && \ CLUTTER_ACTOR_IS_REALIZED (e)) typedef enum { /*< prefix=CLUTTER_GRAVITY >*/ CLUTTER_GRAVITY_NONE = 0, CLUTTER_GRAVITY_NORTH, CLUTTER_GRAVITY_NORTH_EAST, CLUTTER_GRAVITY_EAST, CLUTTER_GRAVITY_SOUTH_EAST, CLUTTER_GRAVITY_SOUTH, CLUTTER_GRAVITY_SOUTH_WEST, CLUTTER_GRAVITY_WEST, CLUTTER_GRAVITY_NORTH_WEST, CLUTTER_GRAVITY_CENTER } ClutterGravity; typedef struct _ClutterActor ClutterActor; typedef struct _ClutterActorClass ClutterActorClass; typedef struct _ClutterActorBox ClutterActorBox; typedef struct _ClutterActorPrivate ClutterActorPrivate; typedef struct _ClutterGeometry ClutterGeometry; typedef struct _ClutterVertex ClutterVertex; typedef void (*ClutterCallback) (ClutterActor *actor, gpointer data); #define CLUTTER_CALLBACK(f) ((ClutterCallback) (f)) struct _ClutterGeometry { /* FIXME: * It is likely gonna save a load of pain if we make * x,y unsigned... * * No, no, no, usigned is evil; we should make width and height signed. */ gint x; gint y; guint width; guint height; }; GType clutter_geometry_get_type (void) G_GNUC_CONST; typedef enum { CLUTTER_ACTOR_MAPPED = 1 << 1, CLUTTER_ACTOR_REALIZED = 1 << 2 } ClutterActorFlags; struct _ClutterActorBox { ClutterUnit x1, y1, x2, y2; }; GType clutter_actor_box_get_type (void) G_GNUC_CONST; struct _ClutterVertex { ClutterUnit x; ClutterUnit y; ClutterUnit z; }; GType clutter_vertices_get_type (void) G_GNUC_CONST; struct _ClutterActor { /*< public >*/ GObject parent_instance; guint32 flags; /*< private >*/ guint32 private_flags; ClutterActorPrivate *priv; }; struct _ClutterActorClass { GObjectClass parent_class; void (* show) (ClutterActor *actor); void (* show_all) (ClutterActor *actor); void (* hide) (ClutterActor *actor); void (* hide_all) (ClutterActor *actor); void (* realize) (ClutterActor *actor); void (* unrealize) (ClutterActor *actor); void (* paint) (ClutterActor *actor); void (* request_coords) (ClutterActor *actor, ClutterActorBox *box); void (* allocate_coords) (ClutterActor *actor, ClutterActorBox *box); void (* set_depth) (ClutterActor *actor, gint depth); gint (* get_depth) (ClutterActor *actor); void (* parent_set) (ClutterActor *actor, ClutterActor *old_parent); void (* destroy) (ClutterActor *actor); void (* pick) (ClutterActor *actor, const ClutterColor *color); /* padding for future expansion */ void (*_clutter_actor_1) (void); void (*_clutter_actor_2) (void); void (*_clutter_actor_3) (void); void (*_clutter_actor_4) (void); void (*_clutter_actor_5) (void); void (*_clutter_actor_6) (void); }; GType clutter_actor_get_type (void) G_GNUC_CONST; void clutter_actor_show (ClutterActor *self); void clutter_actor_show_all (ClutterActor *self); void clutter_actor_hide (ClutterActor *self); void clutter_actor_hide_all (ClutterActor *self); void clutter_actor_realize (ClutterActor *self); void clutter_actor_unrealize (ClutterActor *self); void clutter_actor_paint (ClutterActor *self); void clutter_actor_pick (ClutterActor *actor, const ClutterColor *color); void clutter_actor_queue_redraw (ClutterActor *self); void clutter_actor_destroy (ClutterActor *self); void clutter_actor_request_coords (ClutterActor *self, ClutterActorBox *box); void clutter_actor_allocate_coords (ClutterActor *self, ClutterActorBox *box); void clutter_actor_set_geometry (ClutterActor *self, const ClutterGeometry *geometry); void clutter_actor_get_geometry (ClutterActor *self, ClutterGeometry *geometry); void clutter_actor_get_coords (ClutterActor *self, gint *x1, gint *y1, gint *x2, gint *y2); void clutter_actor_set_size (ClutterActor *self, gint width, gint height); void clutter_actor_set_position (ClutterActor *self, gint x, gint y); void clutter_actor_get_abs_position (ClutterActor *self, gint *x, gint *y); guint clutter_actor_get_width (ClutterActor *self); guint clutter_actor_get_height (ClutterActor *self); void clutter_actor_set_width (ClutterActor *self, guint width); void clutter_actor_set_height (ClutterActor *self, guint height); gint clutter_actor_get_x (ClutterActor *self); gint clutter_actor_get_y (ClutterActor *self); void clutter_actor_rotate_x (ClutterActor *self, gfloat angle, gint y, gint z); void clutter_actor_rotate_y (ClutterActor *self, gfloat angle, gint x, gint z); void clutter_actor_rotate_z (ClutterActor *self, gfloat angle, gint x, gint y); void clutter_actor_set_opacity (ClutterActor *self, guint8 opacity); guint8 clutter_actor_get_opacity (ClutterActor *self); void clutter_actor_set_name (ClutterActor *self, const gchar *name); G_CONST_RETURN gchar *clutter_actor_get_name (ClutterActor *self); guint32 clutter_actor_get_id (ClutterActor *self); void clutter_actor_set_clip (ClutterActor *self, gint xoff, gint yoff, gint width, gint height); void clutter_actor_remove_clip (ClutterActor *self); gboolean clutter_actor_has_clip (ClutterActor *self); void clutter_actor_set_parent (ClutterActor *self, ClutterActor *parent); ClutterActor * clutter_actor_get_parent (ClutterActor *self); void clutter_actor_reparent (ClutterActor *self, ClutterActor *new_parent); void clutter_actor_unparent (ClutterActor *self); void clutter_actor_raise (ClutterActor *self, ClutterActor *below); void clutter_actor_lower (ClutterActor *self, ClutterActor *above); void clutter_actor_raise_top (ClutterActor *self); void clutter_actor_lower_bottom (ClutterActor *self); void clutter_actor_set_depth (ClutterActor *self, gint depth); gint clutter_actor_get_depth (ClutterActor *self); void clutter_actor_set_scalex (ClutterActor *self, ClutterFixed scale_x, ClutterFixed scale_y); void clutter_actor_set_scale (ClutterActor *self, gdouble scale_x, gdouble scale_y); void clutter_actor_get_scalex (ClutterActor *self, ClutterFixed *scale_x, ClutterFixed *scale_y); void clutter_actor_get_scale (ClutterActor *self, gdouble *scale_x, gdouble *scale_y); void clutter_actor_set_scale_with_gravityx (ClutterActor *self, ClutterFixed scale_x, ClutterFixed scale_y, ClutterGravity gravity); void clutter_actor_set_scale_with_gravity (ClutterActor *self, gfloat scale_x, gfloat scale_y, ClutterGravity gravity); void clutter_actor_get_abs_size (ClutterActor *self, guint *width, guint *height); void clutter_actor_get_size (ClutterActor *self, guint *width, guint *height); void clutter_actor_move_by (ClutterActor *self, gint dx, gint dy); void clutter_actor_project_vertices (ClutterActor *self, ClutterVertex verts[4]); void clutter_actor_project_point (ClutterActor *actor, ClutterUnit *x, ClutterUnit *y, ClutterUnit *z); G_END_DECLS #endif /* _HAVE_CLUTTER_ACTOR_H */