EmmanueleBassiebassi@openedhand.comImplementing a new actorIn order to implement a new #ClutterActor subclass the usual
machinery for subclassing a #GObject should be used:
#define FOO_TYPE_ACTOR (foo_actor_get_type ())
#define FOO_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), FOO_TYPE_ACTOR, FooActor))
#define FOO_IS_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), FOO_TYPE_ACTOR))
#define FOO_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), FOO_TYPE_ACTOR, FooActorClass))
#define FOO_IS_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), FOO_TYPE_ACTOR))
#define FOO_ACTOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), FOO_TYPE_ACTOR, FooActorClass))
typedef struct _FooActor
{
ClutterActor parent_instance;
} FooActor;
typedef struct _FooActorClass
{
ClutterActorClass parent_class;
} FooActorClass;
G_DEFINE_TYPE (FooActor, foo_actor, CLUTTER_TYPE_ACTOR);
static void
foo_actor_class_init (FooActorClass *klass)
{
}
static void
foo_actor_init (FooActor *actor)
{
}
The implementation of an actor roughly depends on what kind
of actor the class should display.The implementation process can be broken down into sections:
size requisitionused by containers to know how much space
an actor requires for itself and its eventual
children.size allocationused by containers to define how much space
an actor should have for itself and its eventual
children.painting and pickingthe actual actor painting and the "picking"
done to determine the actors that received eventsContainer actors should also implement the #ClutterContainer
interface to provide a consistent API for adding, removing and iterating
over their children.Size requisitionActors should usually implement the size requisition virtual
functions unless they depend on explicit sizing by the developer,
using the clutter_actor_set_width() and clutter_actor_set_height()
functions and their wrappers.For instance, an actor that depends on the explicit
sizing is the #ClutterRectangle actor.The size requisition is split into two different phases: width
requisition and height requisition.The ClutterActor::get_preferred_width() and
ClutterActor::get_preferred_height() methods of a
#ClutterActor are invoked when clutter_actor_get_preferred_width() and
clutter_actor_get_preferred_height() are respectively called on an instance
of that actor class. They are used to return the preferred size of the
actor. Container actors, or composite actors with internal children,
should call clutter_actor_get_preferred_width() and
clutter_actor_get_preferred_height() on each visible child inside
their implementation of the get_preferred_width() and get_preferred_height()
virtual functions.The get_preferred_width() and get_preferred_height() virtual
functions return both the minimum size of the actor and its natural
size. The minimum size is defined as the amount of space an actor
must occupy to be useful; the natural size is defined as the amount
of space an actor would occupy if nothing would constrain it.The natural size must always be greater than, or equal
to the minimum size. #ClutterActor will warn in case this assumption
is not respected by an implementation.The height request may be computed for a specific width, which
is passed to the implementation, thus allowing height-for-width
geometry management. Similarly, the width request may be computed
for a specific height, allowing width-for-height geometry management.
By default, every #ClutterActor uses the height-for-width geometry
management, but the setting can be changed by using the
#ClutterActor:request-mode property.The clutter_actor_get_preferred_size() function will
automatically check the geometry management preferred by the actor
and return its preferred size depending on the value of the request-mode
property and on the natural size of the actor.The size requisition starts from the #ClutterStage and it is
performed on every child of the stage following down the hierarchy
of the scene graph.The size requisition should not take into account the
actor's scale, rotation or anchor point unless an actor is performing
layout management depending on those properties.All the sizes are expressed using #ClutterUnits, the
internal high-precision unit type, which guarantees sub-pixel precision.
#ClutterUnit currently has the same limitations that #ClutterFixed has,
see the fixed point page.
Width requisition implementation of a containerThis example shows how an actor class should override the
get_preferred_width() virtual function of #ClutterActor. In this case,
the returned widths are the union of the extents of all the
FooActor children.The get_preferred_height() implementation would be similar to the
get_preferred_width() implementation, so it is omitted.
static void
foo_actor_get_preferred_width (ClutterActor *actor,
ClutterUnit for_height,
ClutterUnit *min_width_p,
ClutterUnit *natural_width_p)
{
GList *l;
ClutterUnit min_left, min_right;
ClutterUnit natural_left, natural_right;
min_left = 0;
min_right = 0;
natural_left = 0;
natural_right = 0;
for (l = children; l != NULL; l = l->next)
{
ClutterActor *child = l->data;
ClutterUnit child_x, child_min, child_natural;
child_x = clutter_actor_get_xu (child);
clutter_actor_get_preferred_width (child, for_height,
&child_min,
&child_natural);
if (l == children)
{
/* First child */
min_left = child_x;
natural_left = child_x;
min_right = min_left + child_min;
natural_right = natural_left + child_natural;
}
else
{
if (child_x < min_left)
min_left = child_x;
if (child_x < natural_left)
natural_left = child_x;
if (child_x + child_min > min_right)
min_right = child_x + child_min;
if (child_x + child_natural > natural_right)
natural_right = child_x + child_natural;
}
}
/* The request is defined as the width and height we want starting from
* our origin, since our allocation will set the origin; so we now need
* to remove any part of the request that is to the left of the origin.
*/
if (min_left < 0)
min_left = 0;
if (natural_left < 0)
natural_left = 0;
if (min_right < 0)
min_right = 0;
if (natural_right < 0)
natural_right = 0;
g_assert (min_right >= min_left);
g_assert (natural_right >= natural_left);
if (min_width_p)
*min_width_p = min_right - min_left;
if (natural_width_p)
*natural_width_p = natural_right - min_left;
}
Size allocationThe ClutterActor::allocate() method of a
#ClutterActor is invoked when clutter_actor_allocate() is called on an
instance of that actor class. It is used by a parent actor to set the
coordinates of the bounding box for its children actors. Hence,
container actors, or composite actors with internal children, should
override the allocate() virtual function and call clutter_actor_allocate()
on each visible child.Each actor can know from their allocation box whether they
have been moved with respect to their parent actor. Each child will
also be able to tell whether their parent has been moved with respect
to the stage.The allocate() virtual function implementation will be
notified whether the actor has been moved, while clutter_actor_allocate()
will usually be invoked with a boolean flag meaning that the parent
has been moved.Allocation of a containerIn this example, FooActor acts like a
horizontal box with overflowing, like a toolbar which will display
more children as it expands. The children falling outside of the
allocated area will fade out; the children falling inside the
same area will fade in.
static void
foo_actor_allocate (ClutterActor *actor,
const ClutterActorBox *box,
gboolean absolute_origin_changed)
{
FooActor *foo_actor = FOO_ACTOR (actor);
ClutterUnit current_width;
GList *l;
/* chain up to set the allocation of the actor */
CLUTTER_ACTOR_CLASS (foo_actor_parent_class)->allocate (actor, box, absolute_origin_changed);
current_width = foo_actor->padding;
for (l = foo_actor->children;
l != NULL;
l = l->next)
{
FooActorChild *child = l->data;
ClutterUnit natural_width, natural_height;
ClutterActorBox child_box = { 0, };
/* each child will get as much space as they require */
clutter_actor_get_preferred_size (CLUTTER_ACTOR (child),
NULL, NULL,
&natural_width, &natural_height);
/* if the child is overflowing, we just fade it out */
if (current_width + natual_width > box->x2 - box->x1)
foo_actor_fade_child (foo_actor, child, 0);
else
{
current_width += natural_width + priv->padding;
child_box.x1 = current_width;
child_box.y1 = 0;
child_box.x2 = child_box.x1 + natural_width;
child_box.y2 = child_box.y1 + natural_height;
/* update the allocation */
clutter_actor_allocate (CLUTTER_ACTOR (child),
&child_box,
absolute_origin_changed);
/* fade the child in if it wasn't visible */
foo_actor_fade_child (foo_actor, child, 255);
}
}
}
An actor should always paint inside its allocation. It is,
however, possible to paint outside the negotiated size by overriding
the ClutterActor::get_paint_area() virtual
function and setting the passed #ClutterActorBox with their
untransformed paint area. This allows writing
actors that can effectively paint on an area different in size and
position from the allocation area.The ClutterActor::get_paint_area() method of
a #ClutterActor is internally invoked when clutter_actor_get_paint_area()
is called on an instance of that actor class. The get_paint_area()
virtual function must return the untransformed area used by the
actor to paint itself; clutter_actor_get_paint_area() will then
proceed to transform the area coordinates into the frame of reference
of the actor's parent (taking into account anchor point, scaling
and rotation).The default paint area is the allocation area of the
actor.Implementation of get_paint_area()In this example, FooActor implements
the get_paint_area() virtual function to return an area equivalent
to those of its children plus a border which is not taken into
account by the size negotiation process.
static void
foo_actor_get_paint_area (ClutterActor *actor,
ClutterActorBox *box)
{
FooActor *foo_actor = FOO_ACTOR (actor);
if (!foo_actor->children)
{
/* if we don't have any children we return the
* allocation given to us
*/
clutter_actor_get_allocation_box (actor, box);
}
else
{
ClutterActorBox all_box = { 0, };
GList *l;
/* our paint area is the union of the children
* paint areas, plus a border
*/
for (l = foo_actor->children; l != NULL; l = l>next)
{
ClutterActor *child = l->data;
ClutterActorBox child_box = { 0, };
clutter_actor_get_paint_area (child, &child_box);
if (l == foo_actor->children)
all_box = child_box;
else
{
if (child_box.x1 < all_box.x1)
all_box.x1 = child_box.x1;
if (child_box.y1 < all_box.y1)
all_box.y1 = child_box.y1;
if (child_box.x2 < all_box.x2)
all_box.x2 = child_box.x2;
if (child_box.y2 < all_box.y2)
all_box.y2 = child_box.y2;
}
}
/* apply the border width around the box */
all_box.x1 -= (foo_actor->border_width / 2);
all_box.y1 -= (foo_actor->border_width / 2);
all_box.x2 += (foo_actor->border_width / 2);
all_box.y2 += (foo_actor->border_width / 2);
*box = all_box;
}
}
Painting and pickingThe ClutterActor::paint() method should be
overridden if the actor needs to control its drawing process, either by
using the Clutter GL and GLES abstraction library (COGL) or by directly
using the GL or GLES API.Actors performing transformations should push the GL matrix
first and then pop the GL matrix before returning.Paint implementation of a simple actorIn this example, the FooActor
implementation of the paint() virtual function is drawing a rectangle
with rounded corners with a custom color. The COGL API is used, to
allow portability between GL and GLES platforms.
static void
foo_actor_paint (ClutterActor *actor)
{
FooActor *foo_actor = FOO_ACTOR (actor);
ClutterColor color = { 0, };
ClutterUnit w, h, r;
cogl_push_matrix ();
/* FooActor has a specific background color */
color.red = foo_actor->bg_color.red;
color.green = foo_actor->bg_color.green;
color.blue = foo_actor->bg_color.blue;
/* the alpha component must take into account the absolute
* opacity of the actor on the screen at this point in the
* scenegraph; this value is obtained by calling
* clutter_actor_get_paint_opacity().
*/
color.alpha = clutter_actor_get_paint_opacity (actor);
/* set the color of the pen */
cogl_color (&color);
/* get the size of the actor with sub-pixel precision */
w = CLUTTER_UNITS_TO_FIXED (clutter_actor_get_widthu (actor));
h = CLUTTER_UNITS_TO_FIXED (clutter_actor_get_heightu (actor));
/* this is the arc radius for the rounded rectangle corners */
r = CLUTTER_UNITS_TO_FIXED (foo_actor->radius);
/* paint a rounded rectangle using GL primitives; the area of
* paint is (0, 0) - (width, height), which means the whole
* allocation or, if the actor has a fixed size, the size that
* has been set.
*/
cogl_round_rectangle (0, 0, w, h, r, 5);
/* and fill it with the current color */
cogl_fill ();
cogl_pop_matrix ();
}
When inside the ClutterActor::paint()
method the actor is already positioned at the coordinates specified by
its parent; all the paint operations should take place from the (0, 0)
coordinates.Container actors or composite actors with internal children should
also override the paint method, and call clutter_actor_paint() on every
visible child:Paint implementation of a containerIn this example, FooActor is a simple
container invoking clutter_actor_paint() on every visible child. To
allow transformations on itself to affect the children, the GL modelview
matrix is pushed at the beginning of the paint sequence, and the popped
at the end.
static void
foo_actor_paint (ClutterActor *actor)
{
FooActor *foo_actor = FOO_ACTOR (actor);
GList *child;
cogl_push_matrix ();
for (child = foo_actor->children;
child != NULL;
child = child->next)
{
ClutterActor *child_actor = child->data;
/* paint only visible children */
if (CLUTTER_ACTOR_IS_VISIBLE (child_actor))
clutter_actor_paint (child_actor);
}
cogl_pop_matrix ();
}
A container imposing a layout on its children may
opt to use the paint area as returned by clutter_actor_get_paint_area()
instead of the allocation.If the actor has a non-rectangular shape, or it has internal
children that need to be distinguished by the events delivery mechanism,
the ClutterActor::pick() method should also be
overridden. The pick() method works exactly like the paint() method, but
the actor should paint just its shape with the passed colour:Pick implementation of a simple actorIn this example, FooActor overrides the
pick() virtual function default implementation to paint itself with a
shaped silhouette, to allow events only on the actual shape of the actor
instead of the paint area.
static void
foo_actor_pick (ClutterActor *actor,
const ClutterColor *pick_color)
{
FooActor *foo_actor = FOO_ACTOR (actor);
ClutterUnit w, h, r;
/* it is possible to avoid a costly paint by checking whether the
* actor should really be painted in pick mode
*/
if (!clutter_actor_should_pick_paint (actor))
return;
w = CLUTTER_UNITS_TO_FIXED (clutter_actor_get_widthu (actor));
h = CLUTTER_UNITS_TO_FIXED (clutter_actor_get_heightu (actor));
/* this is the arc radius for the rounded rectangle corners */
r = CLUTTER_UNITS_TO_FIXED (foo_actor->radius);
/* use the passed color to paint ourselves */
cogl_color (pick_color);
/* paint a round rectangle */
cogl_round_rectangle (0, 0, w, h, r, 5);
/* and fill it with the current color */
cogl_fill ();
cogl_pop_matrix ();
}
Containers should simply chain up to the parent class'
pick() implementation to get their silhouette painted and then
paint their children:Pick implementation of a containerIn this example, FooActor allows the
picking of each child it contains, as well as itself.
static void
foo_actor_pick (ClutterActor *actor,
const ClutterColor *pick_color)
{
FooActor *foo_actor = FOO_ACTOR (actor);
/* this will paint a silhouette corresponding to the paint box */
CLUTTER_ACTOR_CLASS (foo_actor_parent_class)->pick (actor, pick_color);
/* clutter_actor_paint() is context-sensitive, and will perform
* a pick paint if the scene graph is in pick mode
*/
if (CLUTTER_ACTOR_IS_VISIBLE (foo_actor->child))
clutter_actor_paint (foo_actor->child);
}
Implementing Containers
The #ClutterContainer interface should be implemented by subclasses
of #ClutterActor who wants to provide a general API for adding child
actors.
If the #ClutterActor subclass only handles internal children, or it's
not suitable for having generic actors added to it, it should not
implement the #ClutterContainer interface, but simply use
clutter_actor_set_parent():
Parenting an actorIn this example, FooActor has an internal
child of type BazActor which is assigned using a
specific function called foo_actor_add_baz(). The
FooActor instance takes ownership of the
BazActor instance and sets the parent-child
relationship using clutter_actor_set_parent().
void
foo_actor_add_baz (FooActor *foo_actor,
BazActor *baz_actor)
{
g_return_if_fail (FOO_IS_ACTOR (foo_actor));
g_return_if_fail (BAZ_IS_ACTOR (baz_actor));
/* unparent the previous BazActor; this will automatically call
* g_object_unref() on the actor
*/
if (foo_actor->baz)
clutter_actor_unparent (foo_actor->baz);
foo_actor->baz = baz_actor;
/* this will cause the initial floating reference of ClutterActor to
* disappear, and add a new reference on baz_actor. foo_actor has now
* taken ownership of baz_actor, so that:
*
* foo_actor_add_baz (foo_actor, baz_actor_new ());
*
* is a safe statement (no reference is leaked).
*/
clutter_actor_set_parent (CLUTTER_ACTOR (baz_actor),
CLUTTER_ACTOR (foo_actor));
/* a container should queue a change in the layout */
clutter_actor_queue_relayout (CLUTTER_ACTOR (foo_actor));
/* emit a signal and notification */
g_signal_emit (foo_actor, foo_actor_signals[BAZ_CHANGED], 0, baz_actor);
g_object_notify (G_OBJECT (foo_actor), "baz");
}
In order to implement the #ClutterContainer interface, these virtual
functions must be defined:
ClutterContainer::addThe container actor should hold a pointer to the passed
#ClutterActor, call clutter_actor_set_parent() on it and then
emit the #ClutterContainer::actor-added signal to notify
handlers of the newly added actor.ClutterContainer::removeThe container actor should increase the reference count
of the passed #ClutterActor, remove the pointer held on the
child and call clutter_actor_unparent() on it; then, emit the
#ClutterContainer::actor-removed signal and decrease the
reference count.ClutterContainer::foreachThe container should invoke the callback on every
child it is holding.ClutterContainer::raiseThe container should move the passed child on top
of the given sibling, or on top of the paint stack in
case the sibling is NULL.ClutterContainer::lowerThe container should move the passed child below
the given sibling, or on the bottom of the paint stack
in case the sibling is NULL.ClutterContainer::sort_depth_orderThe container should sort the paint stack depending
on the relative depths of each child.