/* * 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-group * @short_description: Actor class containing multiple children. * actors. * * 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 child actors. * * A #ClutterGroup's size is defined by the size and position of it * it children. Resize requests via parent #ClutterActor API will be * ignored. */ #include "config.h" #include #include "clutter-group.h" #include "clutter-container.h" #include "clutter-main.h" #include "clutter-private.h" #include "clutter-debug.h" #include "clutter-marshal.h" #include "clutter-enum-types.h" #include "cogl.h" enum { ADD, REMOVE, LAST_SIGNAL }; static guint group_signals[LAST_SIGNAL] = { 0 }; static void clutter_container_iface_init (ClutterContainerIface *iface); G_DEFINE_TYPE_WITH_CODE (ClutterGroup, clutter_group, CLUTTER_TYPE_ACTOR, G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER, clutter_container_iface_init)); #define CLUTTER_GROUP_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_GROUP, ClutterGroupPrivate)) struct _ClutterGroupPrivate { GList *children; }; static void clutter_group_paint (ClutterActor *actor) { ClutterGroup *self = CLUTTER_GROUP(actor); GList *child_item; CLUTTER_NOTE (PAINT, "ClutterGroup paint enter"); cogl_push_matrix(); for (child_item = self->priv->children; child_item != NULL; child_item = child_item->next) { ClutterActor *child = child_item->data; g_assert (child != NULL); if (CLUTTER_ACTOR_IS_MAPPED (child)) clutter_actor_paint (child); } cogl_pop_matrix(); CLUTTER_NOTE (PAINT, "ClutterGroup paint leave"); } static void clutter_group_pick (ClutterActor *actor, const ClutterColor *color) { /* Just forward to the paint call which in turn will trigger * the child actors also getting 'picked'. To make ourselves * 'sensitive' to clicks we could also paint a bounding rect * but this is not currently done. */ clutter_group_paint (actor); } static void clutter_group_request_coords (ClutterActor *self, ClutterActorBox *box) { ClutterActorBox cbox; clutter_actor_query_coords (self, &cbox); /* Only positioning works. * Sizing requests fail, use scale() instead */ box->x2 = box->x1 + (cbox.x2 - cbox.x1); box->y2 = box->y1 + (cbox.y2 - cbox.y1); } static void clutter_group_query_coords (ClutterActor *self, ClutterActorBox *box) { ClutterGroupPrivate *priv; GList *child_item; priv = CLUTTER_GROUP(self)->priv; child_item = priv->children; /* FIXME: Cache these values */ box->x2 = box->x1; box->y2 = box->y1; if (child_item) { do { ClutterActor *child = CLUTTER_ACTOR(child_item->data); /* Once added we include in sizing - doesn't matter if visible */ /* if (CLUTTER_ACTOR_IS_VISIBLE (child)) */ { ClutterActorBox cbox; clutter_actor_query_coords (child, &cbox); /* Ignore any children with offscreen ( negaive ) * positions. * * Also x1 and x2 will be set by parent caller. * * FIXME: this assumes that children are not rotated in anyway. */ if (box->x2 - box->x1 < cbox.x2) box->x2 = cbox.x2 + box->x1; if (box->y2 - box->y1 < cbox.y2) box->y2 = cbox.y2 + box->y1; } } while ((child_item = g_list_next(child_item)) != NULL); } } static void clutter_group_dispose (GObject *object) { ClutterGroup *self = CLUTTER_GROUP (object); ClutterGroupPrivate *priv = self->priv; if (priv->children) { g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL); priv->children = 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 void clutter_group_real_add (ClutterContainer *container, ClutterActor *actor) { ClutterGroup *group = CLUTTER_GROUP (container); ClutterGroupPrivate *priv = group->priv; g_object_ref (actor); /* the old ClutterGroup::add signal was emitted before the * actor was added to the group, so that the class handler * would actually add it. we need to emit the ::add signal * here so that handlers expecting it will not freak out. */ g_signal_emit (group, group_signals[ADD], 0, actor); priv->children = g_list_append (priv->children, actor); clutter_actor_set_parent (actor, CLUTTER_ACTOR (group)); g_signal_emit_by_name (container, "actor-added", actor); clutter_group_sort_depth_order (group); g_object_unref (actor); } static void clutter_group_real_remove (ClutterContainer *container, ClutterActor *actor) { ClutterGroup *group = CLUTTER_GROUP (container); ClutterGroupPrivate *priv = group->priv; g_object_ref (actor); /* the old ClutterGroup::remove signal was emitted before the * actor was removed from the group. see the comment in * clutter_group_real_add() above for why we need to emit ::remove * here and not later */ g_signal_emit (group, group_signals[REMOVE], 0, actor); priv->children = g_list_remove (priv->children, actor); clutter_actor_unparent (actor); /* at this point, the actor passed to the "actor-removed" signal * handlers is not parented anymore to the container but since we * are holding a reference on it, it's still valid */ g_signal_emit_by_name (container, "actor-removed", actor); if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (group))) clutter_actor_queue_redraw (CLUTTER_ACTOR (group)); g_object_unref (actor); } static void clutter_group_real_foreach (ClutterContainer *container, ClutterCallback callback, gpointer user_data) { ClutterGroup *group = CLUTTER_GROUP (container); ClutterGroupPrivate *priv = group->priv; GList *l; for (l = priv->children; l; l = l->next) (* callback) (CLUTTER_ACTOR (l->data), user_data); } static ClutterActor * clutter_group_real_find_child_by_id (ClutterContainer *container, guint child_id) { ClutterGroup *self = CLUTTER_GROUP (container); ClutterGroupPrivate *priv = self->priv; ClutterActor *actor = NULL; GList *l; if (clutter_actor_get_id (CLUTTER_ACTOR (self)) == child_id) return CLUTTER_ACTOR (self); for (l = priv->children; l; l = l->next) { ClutterActor *child = l->data; if (clutter_actor_get_id (child) == child_id) { actor = child; break; } if (CLUTTER_IS_CONTAINER (child)) { ClutterContainer *c = CLUTTER_CONTAINER (child); actor = clutter_container_find_child_by_id (c, child_id); if (actor) break; } } return actor; } static void clutter_group_real_raise (ClutterContainer *container, ClutterActor *actor, ClutterActor *sibling) { ClutterGroup *self = CLUTTER_GROUP (container); ClutterGroupPrivate *priv = self->priv; gint pos; pos = g_list_index (priv->children, actor) + 1; 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 { priv->children = g_list_insert (priv->children, actor, pos); } /* 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: optimise */ if (sibling && clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor)) { clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling)); } } static void clutter_group_real_lower (ClutterContainer *container, ClutterActor *actor, ClutterActor *sibling) { ClutterGroup *self = CLUTTER_GROUP (container); ClutterGroupPrivate *priv = self->priv; gint pos; pos = g_list_index (priv->children, actor) - 1; 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 priv->children = g_list_insert (priv->children, actor, pos); /* 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)); } } static gint sort_z_order (gconstpointer a, gconstpointer b) { ClutterActor *actor_a = CLUTTER_ACTOR (a); ClutterActor *actor_b = CLUTTER_ACTOR (b); if (clutter_actor_get_depth (actor_a) == clutter_actor_get_depth (actor_b)) return 0; if (clutter_actor_get_depth (actor_a) > clutter_actor_get_depth (actor_b)) return 1; return -1; } static void clutter_group_real_sort_depth_order (ClutterContainer *container) { ClutterGroup *self = CLUTTER_GROUP (container); ClutterGroupPrivate *priv = self->priv; priv->children = g_list_sort (priv->children, sort_z_order); if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (self))) clutter_actor_queue_redraw (CLUTTER_ACTOR (self)); } static void clutter_container_iface_init (ClutterContainerIface *iface) { iface->add = clutter_group_real_add; iface->remove = clutter_group_real_remove; iface->foreach = clutter_group_real_foreach; iface->find_child_by_id = clutter_group_real_find_child_by_id; 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_class_init (ClutterGroupClass *klass) { GObjectClass *object_class = G_OBJECT_CLASS (klass); ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); object_class->dispose = clutter_group_dispose; actor_class->paint = clutter_group_paint; actor_class->pick = clutter_group_pick; actor_class->show_all = clutter_group_real_show_all; actor_class->hide_all = clutter_group_real_hide_all; actor_class->request_coords = clutter_group_request_coords; actor_class->query_coords = clutter_group_query_coords; /** * ClutterGroup::add: * @group: the #ClutterGroup that received the signal * @actor: the actor added to the group * * The ::add signal is emitted each time an actor has been added * to the group. * * @Deprecated: 0.4: This signal is deprecated, you should connect * to the ClutterContainer::actor-added signal instead. */ group_signals[ADD] = g_signal_new ("add", G_OBJECT_CLASS_TYPE (object_class), G_SIGNAL_RUN_FIRST, G_STRUCT_OFFSET (ClutterGroupClass, add), NULL, NULL, clutter_marshal_VOID__OBJECT, G_TYPE_NONE, 1, CLUTTER_TYPE_ACTOR); /** * ClutterGroup::remove: * @group: the #ClutterGroup that received the signal * @actor: the actor added to the group * * The ::remove signal is emitted each time an actor has been removed * from the group * * @Deprecated: 0.4: This signal is deprecated, you should connect * to the ClutterContainer::actor-removed signal instead */ group_signals[REMOVE] = g_signal_new ("remove", G_OBJECT_CLASS_TYPE (object_class), G_SIGNAL_RUN_FIRST, G_STRUCT_OFFSET (ClutterGroupClass, remove), NULL, NULL, clutter_marshal_VOID__OBJECT, G_TYPE_NONE, 1, CLUTTER_TYPE_ACTOR); g_type_class_add_private (object_class, sizeof (ClutterGroupPrivate)); } static void clutter_group_init (ClutterGroup *self) { self->priv = CLUTTER_GROUP_GET_PRIVATE (self); } /** * clutter_group_new: * * Create a new #ClutterGroup instance. * * returns a new #ClutterGroup **/ ClutterActor * clutter_group_new (void) { return g_object_new (CLUTTER_TYPE_GROUP, NULL); } /** * clutter_group_add: * @group: A #ClutterGroup * @actor: A #ClutterActor * * Adds a new child #ClutterActor to the #ClutterGroup. * * @Deprecated: 0.4: This function is obsolete, use * clutter_container_add_actor() instead. */ void clutter_group_add (ClutterGroup *group, ClutterActor *actor) { clutter_container_add_actor (CLUTTER_CONTAINER (group), actor); } /** * clutter_group_add_many_valist: * @group: a #ClutterGroup * @first_actor: the #ClutterActor actor to add to the group * @var_args: the actors to be added * * Similar to clutter_group_add_many() but using a va_list. Use this * function inside bindings. * * @Deprecated: 0.4: This function is obsolete, use * clutter_container_add_valist() instead. */ void clutter_group_add_many_valist (ClutterGroup *group, ClutterActor *first_actor, va_list var_args) { clutter_container_add_valist (CLUTTER_CONTAINER (group), first_actor, var_args); } /** * clutter_group_add_many: * @group: A #ClutterGroup * @first_actor: the #ClutterActor actor to add to the group * @Varargs: additional actors to add to the group * * Adds a NULL-terminated list of actors to a group. This function is * equivalent to calling clutter_group_add() for each member of the list. * * @Deprecated: 0.4: This function is obsolete, use clutter_container_add() * instead. */ void clutter_group_add_many (ClutterGroup *group, ClutterActor *first_actor, ...) { va_list args; va_start (args, first_actor); clutter_container_add_valist (CLUTTER_CONTAINER (group), first_actor, args); va_end (args); } /** * clutter_group_remove * @group: A #ClutterGroup * @actor: A #ClutterActor * * Removes a child #ClutterActor from the parent #ClutterGroup. * * @Deprecated: 0.4: This function is obsolete, use * clutter_container_remove_actor() instead. */ void clutter_group_remove (ClutterGroup *group, ClutterActor *actor) { clutter_container_remove_actor (CLUTTER_CONTAINER (group), actor); } /** * clutter_group_remove_all: * @group: A #ClutterGroup * * Removes all children actors from the #ClutterGroup. */ void clutter_group_remove_all (ClutterGroup *group) { GList *children; g_return_if_fail (CLUTTER_IS_GROUP (group)); children = group->priv->children; while (children) { ClutterActor *child = children->data; children = children->next; clutter_container_remove_actor (CLUTTER_CONTAINER (group), child); } } /** * clutter_group_get_children: * @self: A #ClutterGroup * * Get a list containing all actors contained in the group. * * Return value: A list of #ClutterActors. You should free the returned * list using g_list_free() when finished using it. * * @Deprecated: 0.4: This function is obsolete, use * clutter_container_get_children() instead. */ GList* clutter_group_get_children (ClutterGroup *self) { return clutter_container_get_children (CLUTTER_CONTAINER (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 **/ gint clutter_group_get_n_children (ClutterGroup *self) { g_return_val_if_fail (CLUTTER_IS_GROUP (self), 0); return g_list_length (self->priv->children); } /** * 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: A Clutter actor or NULL if @index_ is invalid. * * Since: 0.2 **/ ClutterActor * clutter_group_get_nth_child (ClutterGroup *self, gint index_) { g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL); return g_list_nth_data (self->priv->children, index_); } /** * clutter_group_find_child_by_id: * @self: A #ClutterGroup * @id: A unique #Clutteractor ID * * Finds a child actor of a group by its unique ID. Search recurses * into any child groups. * * Returns: the #ClutterActor if found, or NULL. * * Deprecated: 0.6: Use clutter_container_find_child_by_id() instead. */ ClutterActor * clutter_group_find_child_by_id (ClutterGroup *self, guint id) { g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL); return clutter_container_find_child_by_id (CLUTTER_CONTAINER (self), id); } /** * clutter_group_raise: * @self: a #ClutterGroup * @actor: a #ClutterActor * @sibling: a #ClutterActor * * FIXME * * Deprecated: 0.6: Use clutter_container_raise() instead. */ void clutter_group_raise (ClutterGroup *self, ClutterActor *actor, ClutterActor *sibling) { g_return_if_fail (CLUTTER_IS_GROUP (self)); g_return_if_fail (CLUTTER_IS_ACTOR (actor)); g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling)); if (actor == sibling) return; clutter_container_raise (CLUTTER_CONTAINER (self), actor, sibling); } /** * clutter_group_lower: * @self: a #ClutterGroup * @actor: a #ClutterActor * @sibling: a #ClutterActor * * FIXME * * Deprecated: 0.6: Use clutter_container_lower() instead */ void clutter_group_lower (ClutterGroup *self, ClutterActor *actor, ClutterActor *sibling) { g_return_if_fail (CLUTTER_IS_GROUP (self)); g_return_if_fail (CLUTTER_IS_ACTOR (actor)); g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling)); if (actor == sibling) return; clutter_container_lower (CLUTTER_CONTAINER (self), actor, sibling); } /** * clutter_group_sort_depth_order: * @self: A #ClutterGroup * * Sorts a #ClutterGroup's children by there depth value. * This function should not be used by applications. * * Deprecated: 0.6: Use clutter_container_sort_depth_order() instead. */ void clutter_group_sort_depth_order (ClutterGroup *self) { g_return_if_fail (CLUTTER_IS_GROUP (self)); clutter_container_sort_depth_order (CLUTTER_CONTAINER (self)); }