/* * 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. */ /** * SECTION:clutter-actor * @short_description: Base abstract class for all visual stage actors. * * #ClutterActor is a base abstract class for all visual elements. */ #include "config.h" #include "clutter-actor.h" #include "clutter-group.h" #include "clutter-main.h" #include "clutter-enum-types.h" #include "clutter-marshal.h" #include "clutter-private.h" #include "clutter-debug.h" G_DEFINE_ABSTRACT_TYPE (ClutterActor, clutter_actor, G_TYPE_INITIALLY_UNOWNED); static guint32 __id = 0; #define CLUTTER_ACTOR_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate)) struct _ClutterActorPrivate { ClutterActorBox coords; ClutterGeometry clip; guint has_clip : 1; gfloat rxang, ryang, rzang; /* Rotation foo. */ gint rzx, rzy, rxy, rxz, ryx, ryz; gint z; /* to actor box ? */ guint8 opacity; ClutterActor *parent_actor; /* This should always be a group */ gchar *name; ClutterFixed scale_x, scale_y; guint32 id; /* Unique ID */ }; enum { PROP_0, PROP_X, PROP_Y, PROP_WIDTH, PROP_HEIGHT, PROP_CLIP, PROP_HAS_CLIP, PROP_OPACITY, PROP_NAME, PROP_VISIBLE }; enum { SHOW, HIDE, DESTROY, PARENT_SET, LAST_SIGNAL }; static guint actor_signals[LAST_SIGNAL] = { 0, }; static gboolean redraw_update_idle (gpointer data) { ClutterMainContext *ctx = CLUTTER_CONTEXT(); if (ctx->update_idle) { g_source_remove (ctx->update_idle); ctx->update_idle = 0; } clutter_redraw (); return FALSE; } static void clutter_actor_real_show (ClutterActor *self) { if (!CLUTTER_ACTOR_IS_VISIBLE (self)) { if (!CLUTTER_ACTOR_IS_REALIZED (self)) clutter_actor_realize (self); CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED); if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } } /** * clutter_actor_show * @self: A #ClutterActor * * Flags a clutter actor to be displayed. An actor not shown will not * appear on the display. **/ void clutter_actor_show (ClutterActor *self) { if (!CLUTTER_ACTOR_IS_VISIBLE (self)) { g_object_ref (self); g_signal_emit (self, actor_signals[SHOW], 0); g_object_notify (G_OBJECT (self), "visible"); g_object_unref (self); } } /** * clutter_actor_show_all: * @self: a #ClutterActor * * Recursively show an actor, and any child actor if @self has * child actors. * * 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)) { CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED); clutter_actor_queue_redraw (self); } } /** * clutter_actor_hide * @self: A #ClutterActor * * Flags a clutter actor to be hidden. An actor not shown will not * appear on the display. **/ void clutter_actor_hide (ClutterActor *self) { if (CLUTTER_ACTOR_IS_VISIBLE (self)) { g_object_ref (self); g_signal_emit (self, actor_signals[HIDE], 0); g_object_notify (G_OBJECT (self), "visible"); g_object_unref (self); } } /** * clutter_actor_hide_all: * @self: a #ClutterActor * * Recursively hides an actor, and any child actor if @self * has child actors. * * 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 * * Creates any underlying graphics resources needed by the actor to be * displayed. **/ void clutter_actor_realize (ClutterActor *self) { ClutterActorClass *klass; if (CLUTTER_ACTOR_IS_REALIZED (self)) return; CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED); klass = CLUTTER_ACTOR_GET_CLASS (self); if (klass->realize) (klass->realize) (self); } /** * clutter_actor_unrealize * @self: A #ClutterActor * * Frees up any underlying graphics resources needed by the actor to be * displayed. **/ void clutter_actor_unrealize (ClutterActor *self) { ClutterActorClass *klass; if (!CLUTTER_ACTOR_IS_REALIZED (self)) return; CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED); klass = CLUTTER_ACTOR_GET_CLASS (self); if (klass->unrealize) (klass->unrealize) (self); } /** * clutter_actor_paint: * @self: A #ClutterActor * * Renders the actor to display. * * This function should not be called directly by applications instead * #clutter_actor_queue_redraw should be used to queue paints. **/ void clutter_actor_paint (ClutterActor *self) { ClutterActorClass *klass; if (!CLUTTER_ACTOR_IS_REALIZED (self)) { CLUTTER_NOTE (PAINT, "Attempting realize via paint()"); clutter_actor_realize(self); if (!CLUTTER_ACTOR_IS_REALIZED (self)) { CLUTTER_NOTE (PAINT, "Attempt failed, aborting paint"); return; } } klass = CLUTTER_ACTOR_GET_CLASS (self); glPushMatrix(); glLoadName (clutter_actor_get_id (self)); if (clutter_actor_get_parent (self) != NULL) { glTranslatef((float)(self->priv->coords.x1), (float)(self->priv->coords.y1), 0.0); } if (self->priv->rzang) { glTranslatef ( self->priv->rzx, self->priv->rzy, 0.0); glRotatef (self->priv->rzang, 0.0f, 0.0f, 1.0f); glTranslatef ( - self->priv->rzx, - self->priv->rzy, 0.0 ); } if (self->priv->ryang) { glTranslatef ( self->priv->ryx, 0.0, (float)(self->priv->z) + self->priv->ryz); glRotatef (self->priv->ryang, 0.0f, 1.0f, 0.0f); glTranslatef ( (float) - self->priv->ryx, 0.0, (float)(-1.0 * self->priv->z) - self->priv->ryz); } if (self->priv->rxang) { glTranslatef ( 0.0, (float)self->priv->rxy, (float)(self->priv->z) + self->priv->rxz); glRotatef (self->priv->rxang, 1.0f, 0.0f, 0.0f); glTranslatef ( 0.0, (float) - self->priv->rxy, (float)(-1.0 * self->priv->z) - self->priv->rxz); } if (self->priv->z) glTranslatef ( 0.0, 0.0, (float)self->priv->z); if (self->priv->scale_x != CFX_ONE || self->priv->scale_y != CFX_ONE) { glScaled (CLUTTER_FIXED_TO_DOUBLE (self->priv->scale_x), CLUTTER_FIXED_TO_DOUBLE (self->priv->scale_y), 1.0); } if (self->priv->has_clip) { ClutterGeometry *clip = &(self->priv->clip); glEnable (GL_STENCIL_TEST); glClearStencil (0.0f); glClear(GL_STENCIL_BUFFER_BIT); glStencilFunc (GL_NEVER, 0x1, 0x1); glStencilOp (GL_INCR, GL_INCR, GL_INCR); glColor3f(1.0f, 1.0f, 1.0f); glRecti (clip->x, clip->y, clip->x + clip->width, clip->y + clip->height); glStencilFunc (GL_EQUAL, 0x1, 0x1); glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP); } if (klass->paint) (klass->paint) (self); if (self->priv->has_clip) { glDisable (GL_STENCIL_TEST); } if (self->priv->scale_x != CFX_ONE || self->priv->scale_y != CFX_ONE) { glScaled (1.0, 1.0, 1.0); } glPopMatrix(); } /** * clutter_actor_request_coords: * @self: A #ClutterActor * @box: A #ClutterActorBox with requested new co-ordinates. * * Requests new co-ordinates for the #ClutterActor ralative to any parent. * * This function should not be called directly by applications instead * the various position/geometry methods should be used. **/ void clutter_actor_request_coords (ClutterActor *self, ClutterActorBox *box) { ClutterActorClass *klass; gboolean x_change, y_change, width_change, height_change; klass = CLUTTER_ACTOR_GET_CLASS (self); if (klass->request_coords) klass->request_coords (self, box); x_change = (self->priv->coords.x1 != box->x1); y_change = (self->priv->coords.y1 != box->y1); width_change = (self->priv->coords.x2 - self->priv->coords.x1 != box->x2 - box->x1); height_change = (self->priv->coords.y2 - self->priv->coords.y1 != box->y2 - box->y1); if (x_change || y_change || width_change || height_change) { self->priv->coords.x1 = box->x1; self->priv->coords.y1 = box->y1; self->priv->coords.x2 = box->x2; self->priv->coords.y2 = box->y2; if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); if (x_change) g_object_notify (G_OBJECT (self), "x"); if (y_change) g_object_notify (G_OBJECT (self), "y"); if (width_change) g_object_notify (G_OBJECT (self), "width"); if (height_change) g_object_notify (G_OBJECT (self), "height"); } } /** * clutter_actor_allocate_coords: * @self: A #ClutterActor * @box: A location to store the actors #ClutterActorBox co-ordinates * * Requests the allocated co-ordinates for the #ClutterActor relative * to any parent. * * This function should not be called directly by applications instead * the various position/geometry methods should be used. **/ void clutter_actor_allocate_coords (ClutterActor *self, ClutterActorBox *box) { ClutterActorClass *klass; klass = CLUTTER_ACTOR_GET_CLASS (self); box->x1 = self->priv->coords.x1; box->y1 = self->priv->coords.y1; box->x2 = self->priv->coords.x2; box->y2 = self->priv->coords.y2; if (klass->allocate_coords) { /* FIXME: This is kind of a cludge - we pass out *private* * co-ords down to any subclasses so they can modify * we then resync any changes. Needed for group class. * Need to figure out nicer way. */ klass->allocate_coords(self, box); self->priv->coords.x1 = box->x1; self->priv->coords.y1 = box->y1; self->priv->coords.x2 = box->x2; self->priv->coords.y2 = box->y2; } } static void clutter_actor_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterActor *actor; ClutterActorPrivate *priv; actor = CLUTTER_ACTOR(object); priv = actor->priv; switch (prop_id) { case PROP_X: clutter_actor_set_position (actor, g_value_get_int (value), clutter_actor_get_y (actor)); break; case PROP_Y: clutter_actor_set_position (actor, clutter_actor_get_x (actor), g_value_get_int (value)); break; case PROP_WIDTH: clutter_actor_set_size (actor, g_value_get_int (value), clutter_actor_get_height (actor)); break; case PROP_HEIGHT: clutter_actor_set_size (actor, clutter_actor_get_width (actor), g_value_get_int (value)); break; case PROP_OPACITY: clutter_actor_set_opacity (actor, g_value_get_uchar (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_CLIP: { ClutterGeometry *geom = g_value_get_boxed (value); clutter_actor_set_clip (actor, geom->x, geom->y, geom->width, geom->height); } 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; ClutterActorPrivate *priv; actor = CLUTTER_ACTOR(object); priv = actor->priv; switch (prop_id) { case PROP_X: g_value_set_int (value, clutter_actor_get_x (actor)); break; case PROP_Y: g_value_set_int (value, clutter_actor_get_y (actor)); break; case PROP_WIDTH: g_value_set_int (value, clutter_actor_get_width (actor)); break; case PROP_HEIGHT: g_value_set_int (value, clutter_actor_get_height (actor)); break; case PROP_OPACITY: g_value_set_uchar (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) != FALSE)); break; case PROP_HAS_CLIP: g_value_set_boolean (value, priv->has_clip); break; case PROP_CLIP: g_value_set_boxed (value, &(priv->clip)); 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); CLUTTER_NOTE (MISC, "Disposing of object (id=%d) of type `%s'", self->priv->id, g_type_name (G_OBJECT_TYPE (self))); if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION)) { CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION); g_signal_emit (self, actor_signals[DESTROY], 0); CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION); } G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object); } static void clutter_actor_finalize (GObject *object) { ClutterActor *actor = CLUTTER_ACTOR (object); g_free (actor->priv->name); G_OBJECT_CLASS (clutter_actor_parent_class)->finalize (object); } static void clutter_actor_class_init (ClutterActorClass *klass) { GObjectClass *object_class = G_OBJECT_CLASS (klass); 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. */ g_object_class_install_property (object_class, PROP_X, g_param_spec_int ("x", "X co-ord", "X co-ord of actor", -G_MAXINT, G_MAXINT, 0, CLUTTER_PARAM_READWRITE)); /** * ClutterActor:y: * * Y coordinate of the actor. */ g_object_class_install_property (object_class, PROP_Y, g_param_spec_int ("y", "Y co-ord", "Y co-ord of actor", -G_MAXINT, G_MAXINT, 0, CLUTTER_PARAM_READWRITE)); /** * ClutterActor:width: * * Width of the actor (in pixels). */ g_object_class_install_property (object_class, PROP_WIDTH, g_param_spec_int ("width", "Width", "Width of actor in pixels", 0, G_MAXINT, 0, CLUTTER_PARAM_READWRITE)); /** * ClutterActor:height: * * Height of the actor (in pixels). */ g_object_class_install_property (object_class, PROP_HEIGHT, g_param_spec_int ("height", "Height", "Height of actor in pixels", 0, G_MAXINT, 0, CLUTTER_PARAM_READWRITE)); /** * ClutterActor:opacity: * * Opacity of the actor. */ g_object_class_install_property (object_class, PROP_OPACITY, g_param_spec_uchar ("opacity", "Opacity", "Opacity of actor", 0, 0xff, 0xff, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); /** * ClutterActor:visible: * * Whether the actor is visible or not. */ g_object_class_install_property (object_class, PROP_VISIBLE, g_param_spec_boolean ("visible", "Visible", "Whether the actor is visible or not", FALSE, CLUTTER_PARAM_READWRITE)); /** * ClutterActor:has-clip: * * Whether the actor has the clip property set or not. */ g_object_class_install_property (object_class, PROP_HAS_CLIP, g_param_spec_boolean ("has-clip", "Has Clip", "Whether the actor has a clip set or not", FALSE, CLUTTER_PARAM_READABLE)); /** * ClutterActor:clip: * * The clip region for the actor. */ g_object_class_install_property (object_class, PROP_CLIP, g_param_spec_boxed ("clip", "Clip", "The clip region for the actor", CLUTTER_TYPE_GEOMETRY, CLUTTER_PARAM_READWRITE)); /** * ClutterActor:name: * * The name of the actor. * * Since: 0.2 */ g_object_class_install_property (object_class, PROP_NAME, g_param_spec_string ("name", "Name", "Name of the actor", NULL, CLUTTER_PARAM_READWRITE)); /** * ClutterActor::destroy: * @actor: the object which received the signal * * The ::destroy signal is emitted when an actor is destroyed, * either by direct invocation of clutter_actor_destroy() or * when the #ClutterGroup that contains the actor is destroyed. * * Since: 0.2 */ actor_signals[DESTROY] = g_signal_new ("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 becomes visible. * * Since: 0.2 */ actor_signals[SHOW] = g_signal_new ("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 visible. * * Since: 0.2 */ actor_signals[HIDE] = g_signal_new ("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 ("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); klass->show = clutter_actor_real_show; klass->show_all = clutter_actor_show; klass->hide = clutter_actor_real_hide; klass->hide_all = clutter_actor_hide; } static void clutter_actor_init (ClutterActor *self) { self->priv = CLUTTER_ACTOR_GET_PRIVATE (self); self->priv->parent_actor = NULL; self->priv->has_clip = FALSE; self->priv->opacity = 0xff; self->priv->id = __id++; self->priv->scale_x = CFX_ONE; self->priv->scale_y = CFX_ONE; clutter_actor_set_position (self, 0, 0); clutter_actor_set_size (self, 0, 0); } /** * 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 * group, the actor will be removed from the group. * * When you destroy a group its children will be destroyed as well. */ void clutter_actor_destroy (ClutterActor *self) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION)) g_object_run_dispose (G_OBJECT (self)); } /** * 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. */ void clutter_actor_queue_redraw (ClutterActor *self) { ClutterMainContext *ctx = CLUTTER_CONTEXT(); if (!ctx->update_idle) { ctx->update_idle = g_idle_add_full (-100 , /* very high priority */ redraw_update_idle, NULL, NULL); } } /** * clutter_actor_set_geometry: * @self: A #ClutterActor * @geometry: A #ClutterGeometry * * Sets the actors geometry in pixels relative to any parent actor. */ void clutter_actor_set_geometry (ClutterActor *self, const ClutterGeometry *geometry) { ClutterActorBox box; box.x1 = geometry->x; box.y1 = geometry->y; box.x2 = geometry->x + geometry->width; box.y2 = geometry->y + geometry->height; clutter_actor_request_coords (self, &box); } /** * clutter_actor_get_geometry: * @self: A #ClutterActor * @geometry: A location to store actors #ClutterGeometry * * Gets the actors geometry in pixels relative to any parent actor. */ void clutter_actor_get_geometry (ClutterActor *self, ClutterGeometry *geometry) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_allocate_coords (self, &box); geometry->x = box.x1; geometry->y = box.y1; geometry->width = box.x2 - box.x1; geometry->height = box.y2 - box.y1; } /** * clutter_actor_get_coords: * @self: A #ClutterActor * @x1: A location to store actors left position if non NULL. * @y1: A location to store actors top position if non NULL. * @x2: A location to store actors right position if non NULL. * @y2: A location to store actors bottom position if non NULL. * * Gets the actors bounding rectangle co-ordinates in pixels * relative to any parent actor. */ void clutter_actor_get_coords (ClutterActor *self, gint *x1, gint *y1, gint *x2, gint *y2) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_allocate_coords (self, &box); if (x1) *x1 = box.x1; if (y1) *y1 = box.y1; if (x2) *x2 = box.x2; if (y2) *y2 = box.y2; } /** * 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 actors position in pixels relative to any * parent actor. */ void clutter_actor_set_position (ClutterActor *self, gint x, gint y) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_allocate_coords (self, &box); box.x2 += (x - box.x1); box.y2 += (y - box.y1); box.x1 = x; box.y1 = y; clutter_actor_request_coords (self, &box); } /** * 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 specified distance relative to * current position. * * Since: 0.2 */ void clutter_actor_move_by (ClutterActor *self, gint dx, gint dy) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_allocate_coords (self, &box); box.x2 += dx; box.y2 += dy; box.x1 += dx; box.y1 += dy; clutter_actor_request_coords (self, &box); } /** * clutter_actor_set_size * @self: A #ClutterActor * @width: New width of actor in pixels * @height: New height of actor in pixels * * Sets the actors position in pixels relative to any * parent actor. */ void clutter_actor_set_size (ClutterActor *self, gint width, gint height) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_allocate_coords (self, &box); box.x2 = box.x1 + width; box.y2 = box.y1 + height; clutter_actor_request_coords (self, &box); } /** * clutter_actor_get_size: * @self: A #ClutterActor * @width: Location to store width if non NULL. * @height: Location to store height if non NULL. * * Gets the size of an actor ignoring any scaling factors * * Since: 0.2 */ void clutter_actor_get_size (ClutterActor *self, guint *width, guint *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_abs_position * @self: A #ClutterActor * @x: Location to store x position if non NULL. * @y: Location to store y position if non NULL. * * Gets the absolute position of an actor in pixels relative * to the stage. */ void clutter_actor_get_abs_position (ClutterActor *self, gint *x, gint *y) { ClutterActorBox box; ClutterActor *parent; gint px = 0, py = 0; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_allocate_coords (self, &box); parent = self->priv->parent_actor; /* FIXME: must be nicer way to get 0,0 for stage ? */ if (parent) { ClutterFixed parent_scale_x, parent_scale_y; ClutterFixed fx, fy; clutter_actor_get_scalex (parent, &parent_scale_x, &parent_scale_y); if (parent_scale_x != CFX_ONE || parent_scale_y != CFX_ONE) { fx = CLUTTER_FIXED_MUL (CLUTTER_INT_TO_FIXED (box.x1), parent_scale_x); fy = CLUTTER_FIXED_MUL (CLUTTER_INT_TO_FIXED (box.y1), parent_scale_y); box.x1 = CLUTTER_FIXED_INT (fx); box.y1 = CLUTTER_FIXED_INT (fy); } if (!CLUTTER_IS_STAGE (parent)) clutter_actor_get_abs_position (parent, &px, &py); } if (x) *x = px + box.x1; if (y) *y = py + box.y1; } /** * clutter_actor_get_abs_size: * @self: A #ClutterActor * @width: Location to store width if non NULL. * @height: Location to store height if non NULL. * * Gets the absolute size of an actor taking into account * an scaling factors */ void clutter_actor_get_abs_size (ClutterActor *self, guint *width, guint *height) { ClutterActorBox box; ClutterActor *parent; clutter_actor_allocate_coords (self, &box); if (width) *width = box.x2 - box.x1; if (height) *height = box.y2 - box.y1; parent = self; do { if (parent->priv->scale_x != CFX_ONE || parent->priv->scale_y != CFX_ONE) { ClutterFixed fx, fy; if (width) { fx = CLUTTER_FIXED_MUL (CLUTTER_INT_TO_FIXED (*width), parent->priv->scale_x); *width = CLUTTER_FIXED_INT (fx); } if (height) { fy = CLUTTER_FIXED_MUL (CLUTTER_INT_TO_FIXED (*height), parent->priv->scale_x); *height = CLUTTER_FIXED_INT (fy); } } } while ((parent = clutter_actor_get_parent (parent)) != NULL); } /** * clutter_actor_get_width * @self: A #ClutterActor * * Retrieves the actors width. * * Return value: The actor width in pixels **/ guint clutter_actor_get_width (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_allocate_coords (self, &box); return box.x2 - box.x1; } /** * clutter_actor_get_height * @self: A #ClutterActor * * Retrieves the actors height. * * Return value: The actor height in pixels **/ guint clutter_actor_get_height (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_allocate_coords (self, &box); return box.y2 - box.y1; } /** * clutter_actor_set_width * @self: A #ClutterActor * @width: Requested new width for actor * * Requests a new width for actor * * since: 2.0 **/ void clutter_actor_set_width (ClutterActor *self, guint width) { clutter_actor_set_size (self, width, clutter_actor_get_height (self)); } /** * clutter_actor_set_height * @self: A #ClutterActor * @height: Requested new height for actor * * Requests a new height for actor * * since: 2.0 **/ void clutter_actor_set_height (ClutterActor *self, guint height) { clutter_actor_set_size (self, clutter_actor_get_width (self), height); } /** * clutter_actor_get_x * @self: A #ClutterActor * * Retrieves the actors x position relative to any parent. * * Return value: The actor x position in pixels **/ gint clutter_actor_get_x (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_allocate_coords (self, &box); return box.x1; } /** * clutter_actor_get_y: * @self: A #ClutterActor * * Retrieves the actors y position relative to any parent. * * Return value: The actor y position in pixels **/ gint clutter_actor_get_y (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_allocate_coords (self, &box); return box.y1; } /** * clutter_actor_set_scalex: * @self: A #ClutterActor * @scale_x: #ClutterFixed factor to scale actor by horizontally. * @scale_y: #ClutterFixed factor to scale actor by vertically. * * Scale an actor. */ void clutter_actor_set_scalex (ClutterActor *self, ClutterFixed scale_x, ClutterFixed scale_y) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->scale_x = scale_x; self->priv->scale_y = scale_y; if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * clutter_actor_set_scale: * @self: A #ClutterActor * @scale_x: double * @scale_y: double * * FIXME * * Since: 0.2 */ void clutter_actor_set_scale (ClutterActor *self, double scale_x, double scale_y) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_scalex (self, CLUTTER_FLOAT_TO_FIXED (scale_x), CLUTTER_FLOAT_TO_FIXED (scale_y)); } /** * clutter_actor_get_scalex: * @self: A #ClutterActor * @scale_x: FIXME * @scale_y: FIXME * * FIXME * * Since: 0.2 */ void clutter_actor_get_scalex (ClutterActor *self, ClutterFixed *scale_x, ClutterFixed *scale_y) { if (scale_x) *scale_x = self->priv->scale_x; if (scale_y) *scale_y = self->priv->scale_y; } /** * clutter_actor_get_scale: * @self: A #ClutterActor * @scale_x: FIXME * @scale_y: FIXME * * FIXME * * Since: 0.2 */ void clutter_actor_get_scale (ClutterActor *self, gdouble *scale_x, gdouble *scale_y) { if (scale_x) *scale_x = CLUTTER_FIXED_TO_FLOAT (self->priv->scale_x); if (scale_y) *scale_y = CLUTTER_FIXED_TO_FLOAT (self->priv->scale_y); } /** * clutter_actor_set_opacity: * @self: A #ClutterActor * @opacity: New opacity value for actor. * * Sets the actors opacity, with zero being completely transparent. */ void clutter_actor_set_opacity (ClutterActor *self, guint8 opacity) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->opacity = opacity; if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * clutter_actor_get_opacity: * @self: A #ClutterActor * * Retrieves the actors opacity. * * Return value: The actor opacity value. */ guint8 clutter_actor_get_opacity (ClutterActor *self) { ClutterActor *parent; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); parent = self->priv->parent_actor; /* Factor in the actual actors opacity with parents */ if (parent && clutter_actor_get_opacity (parent) != 0xff) return (clutter_actor_get_opacity(parent) * self->priv->opacity) / 0xff; return self->priv->opacity; } /** * clutter_actor_set_name: * @self: A #ClutterActor * @name: Textual tag to apply to actor * * Sets a textual tag to the actor. */ void clutter_actor_set_name (ClutterActor *self, const gchar *name) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_object_ref (self); g_free (self->priv->name); if (name && name[0] != '\0') self->priv->name = g_strdup(name); g_object_notify (G_OBJECT (self), "name"); g_object_unref (self); } /** * clutter_actor_get_name: * @self: A #ClutterActor * * Retrieves the name of @self. * * Return value: pointer to textual tag for the actor. 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_id: * @self: A #ClutterActor * * Retrieves the unique id for @self. * * Return value: Globally unique value for object instance. */ guint32 clutter_actor_get_id (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 co-ordinate of @self to @depth. */ void clutter_actor_set_depth (ClutterActor *self, gint depth) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; /* Sets Z value. - FIXME: should invert ?*/ priv->z = depth; if (priv->parent_actor) { /* We need to resort the group stacking order as to * correctly render alpha values. * * FIXME: This is sub optimal. maybe queue the the sort * before stacking */ clutter_group_sort_depth_order (CLUTTER_GROUP (priv->parent_actor)); } } /** * clutter_actor_get_depth: * @self: a #ClutterActor * * Retrieves the depth of @self. * * Return value: the depth of a #ClutterActor */ gint clutter_actor_get_depth (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1); return self->priv->z; } /** * clutter_actor_rotate_z: * @self: A #ClutterActor * @angle: Angle of rotation * @x: X co-ord to rotate actor around ( relative to actor position ) * @y: Y co-ord to rotate actor around ( relative to actor position ) * * Rotates actor around the Z axis. */ void clutter_actor_rotate_z (ClutterActor *self, gfloat angle, gint x, gint y) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->rzang = angle; self->priv->rzx = x; self->priv->rzy = y; if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * clutter_actor_rotate_x: * @self: A #ClutterActor * @angle: Angle of rotation * @y: Y co-ord to rotate actor around ( relative to actor position ) * @z: Z co-ord to rotate actor around ( relative to actor position ) * * Rotates actor around the X axis. */ void clutter_actor_rotate_x (ClutterActor *self, gfloat angle, gint y, gint z) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->rxang = angle; self->priv->rxy = y; self->priv->rxz = z; if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * clutter_actor_rotate_y: * @self: A #ClutterActor * @angle: Angle of rotation * @x: X co-ord to rotate actor around ( relative to actor position ) * @z: Z co-ord to rotate actor around ( relative to actor position ) * * Rotates actor around the X axis. */ void clutter_actor_rotate_y (ClutterActor *self, gfloat angle, gint x, gint z) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->ryang = angle; self->priv->ryx = x; self->priv->ryz = z; if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * 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. */ void clutter_actor_set_clip (ClutterActor *self, gint xoff, gint yoff, gint width, gint height) { ClutterGeometry *clip; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clip = &(self->priv->clip); clip->x = xoff; clip->y = yoff; clip->width = width; clip->height = height; self->priv->has_clip = TRUE; g_object_notify (G_OBJECT (self), "has-clip"); g_object_notify (G_OBJECT (self), "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)); self->priv->has_clip = FALSE; g_object_notify (G_OBJECT (self), "has-clip"); } /** * clutter_actor_has_clip: * @self: a #ClutterActor * * Gets whether the actor has a clip set or not. * * Return value: %TRUE if the actor has a clip 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_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. */ void clutter_actor_set_parent (ClutterActor *self, ClutterActor *parent) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (CLUTTER_IS_ACTOR (parent)); g_return_if_fail (self != parent); if (self->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_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) { g_warning ("Cannot set a parent on a toplevel actor\n"); return; } g_object_ref_sink (self); self->priv->parent_actor = parent; g_signal_emit (self, actor_signals[PARENT_SET], 0, NULL); if (CLUTTER_ACTOR_IS_REALIZED (self->priv->parent_actor)) clutter_actor_realize (self); if (CLUTTER_ACTOR_IS_VISIBLE (self->priv->parent_actor) && CLUTTER_ACTOR_IS_VISIBLE (self)) { clutter_actor_queue_redraw (self); } } /** * clutter_actor_get_parent: * @self: A #ClutterActor * * Retrieves the parent of @self. * * Return Value: The #ClutterActor parent or NULL */ ClutterActor * clutter_actor_get_parent (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); return self->priv->parent_actor; } /** * clutter_actor_unparent: * @self: a #ClutterActor * * This function should not be used in applications. It should be called by * implementations of group actors, to dissociate a child from the container. * * Since: 0.1.1 */ void clutter_actor_unparent (ClutterActor *self) { ClutterActor *old_parent; g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (self->priv->parent_actor == NULL) return; /* just hide the actor if we are reparenting it */ if (CLUTTER_ACTOR_IS_REALIZED (self)) { if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT) clutter_actor_hide (self); else clutter_actor_unrealize (self); } old_parent = self->priv->parent_actor; self->priv->parent_actor = NULL; g_signal_emit (self, actor_signals[PARENT_SET], 0, old_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_actory_unparent() * and clutter_actor_set_parent(). * * Since: 0.2 */ void clutter_actor_reparent (ClutterActor *self, ClutterActor *new_parent) { 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_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) { g_warning ("Cannot set a parent on a toplevel actor\n"); return; } if (self->priv->parent_actor != new_parent) { ClutterActor *old_parent; /* if the actor and the parent have already been realized, * mark the actor as reparenting, so that clutter_actor_unparent() * just hides the actor instead of unrealize it. */ if (CLUTTER_ACTOR_IS_REALIZED (self) && CLUTTER_ACTOR_IS_REALIZED (new_parent)) { CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT); } old_parent = self->priv->parent_actor; g_object_ref (self); clutter_group_remove (CLUTTER_GROUP (self->priv->parent_actor), self); clutter_group_add (CLUTTER_GROUP (new_parent), self); g_object_unref (self); if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT) { CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT); clutter_actor_queue_redraw (self); } } } /** * clutter_actor_raise: * @self: A #ClutterActor * @below: A #ClutterActor to raise above. * * Puts @self above @below. * Both actors must have the same parent. */ 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) { g_warning ("Actor of type %s is not inside a group", g_type_name (G_OBJECT_TYPE (self))); return; } if (below) { if (parent != clutter_actor_get_parent (below)) { g_warning ("Actor of type %s is not in the same " "group of actor of type %s", g_type_name (G_OBJECT_TYPE (self)), g_type_name (G_OBJECT_TYPE (below))); return; } } clutter_group_raise (CLUTTER_GROUP (parent), self, below); } /** * clutter_actor_lower: * @self: A #ClutterActor * @above: A #ClutterActor to lower below * * Puts @self below @above. * Both actors must have the same parent. */ 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) { g_warning ("Actor of type %s is not inside a group", g_type_name (G_OBJECT_TYPE (self))); return; } if (above) { if (parent != clutter_actor_get_parent (above)) { g_warning ("Actor of type %s is not in the same " "group of actor of type %s", g_type_name (G_OBJECT_TYPE (self)), g_type_name (G_OBJECT_TYPE (above))); return; } } /* FIXME: group_lower should be an overidable method ? */ clutter_group_lower (CLUTTER_GROUP (parent), self, above); } /** * clutter_actor_raise_top: * @self: A #ClutterActor * * Raises @self to the top. */ void clutter_actor_raise_top (ClutterActor *self) { clutter_actor_raise (self, NULL); } /** * clutter_actor_lower_bottom: * @self: A #ClutterActor * * Lowers @self to the bottom. */ void clutter_actor_lower_bottom (ClutterActor *self) { clutter_actor_lower (self, NULL); } /* * ClutterGemoetry */ static ClutterGeometry* clutter_geometry_copy (const ClutterGeometry *geometry) { ClutterGeometry *result = g_new (ClutterGeometry, 1); *result = *geometry; return result; } GType clutter_geometry_get_type (void) { static GType our_type = 0; if (our_type == 0) our_type = g_boxed_type_register_static ( g_intern_static_string ("ClutterGeometry"), (GBoxedCopyFunc) clutter_geometry_copy, (GBoxedFreeFunc) g_free); return our_type; } /* * ClutterActorBox */ static ClutterActorBox * clutter_actor_box_copy (const ClutterActorBox *box) { ClutterActorBox *result = g_new (ClutterActorBox, 1); *result = *box; return result; } GType clutter_actor_box_get_type (void) { static GType our_type = 0; if (our_type == 0) our_type = g_boxed_type_register_static ( g_intern_static_string ("ClutterActorBox"), (GBoxedCopyFunc) clutter_actor_box_copy, (GBoxedFreeFunc) g_free); return our_type; }