/* * 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 on the * stage. Every object that must appear on the main #ClutterStage must also * be a #ClutterActor, either by using one of the classes provided by * Clutter, or by implementing a new #ClutterActor subclass. * * Every actor is a 2D surface in a 3D environment. The surface is contained * inside its bounding box, described by the #ClutterActorBox structure: * *
* Bounding box of an Actor * *
* * The OpenGL modelview matrix for the actor is constructed from * the actor settings by the following order of operations: * * Translation by actor x, y coords, * Scaling by scale_x, scale_y, * Negative translation by anchor point x, * y, * Rotation around z axis, * Rotation around y axis, * Rotation around x axis, * Translation by actor depth (z), * Clip stencil is applied (not an operation on the matrix * as such, but done as part of the transform set up). * * * The position of any children is referenced from the top-left corner of * the parent, not the parent's anchor point. * * Events are handled in the following ways: * * Actors emit pointer events if set reactive, see * clutter_actor_set_reactive() * The stage is always reactive * Events are handled by connecting signal handlers to * the numerous event signal types. * Event handlers must return %TRUE if they handled * the event and wish to block the event emission chain, or %FALSE * if the emission chain must continue * Keyboard events are emitted if actor has focus, see * clutter_stage_set_key_focus() * Motion events (motion, enter, leave) are not emitted * if clutter_set_motion_events_enabled() is called with %FALSE. * See clutter_set_motion_events_enabled() documentation for more * information. * Once emitted, an event emission chain has two * phases: capture and bubble. An emitted event starts in the capture * phase (see ClutterActor::captured-event) beginning at the stage and * traversing every child actor until the event source actor is reached. * The emission then enters the bubble phase, traversing back up the * chain via parents until it reaches the stage. Any event handler can * abort this chain by returning %TRUE (meaning "event handled"). * * Pointer events will 'pass through' non reactive * overlapping actors. * * *
* Event flow in Clutter * *
* * Every '?' box in the diagram above is an entry point for application * code. * * For implementing a new actor class, please read the corresponding section * of the API reference. */ /** * CLUTTER_ACTOR_IS_MAPPED: * @e: a #ClutterActor * * Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set. * * Since: 0.2 */ /** * CLUTTER_ACTOR_IS_REALIZED: * @e: a #ClutterActor * * Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set. * * Since: 0.2 */ /** * CLUTTER_ACTOR_IS_VISIBLE: * @e: a #ClutterActor * * Evaluates to %TRUE if the actor is both realized and mapped. * * Since: 0.2 */ /** * CLUTTER_ACTOR_IS_REACTIVE: * @e: a #ClutterActor * * Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set. * * Since: 0.6 */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-actor.h" #include "clutter-container.h" #include "clutter-main.h" #include "clutter-enum-types.h" #include "clutter-scriptable.h" #include "clutter-script.h" #include "clutter-marshal.h" #include "clutter-private.h" #include "clutter-debug.h" #include "clutter-units.h" #include "cogl/cogl.h" typedef struct _ShaderData ShaderData; #define CLUTTER_ACTOR_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate)) struct _ClutterActorPrivate { ClutterActorBox coords; ClutterUnit clip[4]; guint has_clip : 1; /* Rotation angles */ ClutterFixed rxang; ClutterFixed ryang; ClutterFixed rzang; /* Rotation center: X axis */ ClutterUnit rxy; ClutterUnit rxz; /* Rotation center: Y axis */ ClutterUnit ryx; ClutterUnit ryz; /* Rotation center: Z axis */ ClutterUnit rzx; ClutterUnit rzy; /* Anchor point coordinates */ ClutterUnit anchor_x; ClutterUnit anchor_y; /* depth */ ClutterUnit z; guint8 opacity; ClutterActor *parent_actor; gchar *name; guint32 id; /* Unique ID */ ClutterFixed scale_x; ClutterFixed scale_y; ShaderData *shader_data; gboolean show_on_set_parent; }; enum { PROP_0, PROP_NAME, PROP_X, PROP_Y, PROP_WIDTH, PROP_HEIGHT, PROP_DEPTH, PROP_CLIP, PROP_HAS_CLIP, PROP_OPACITY, PROP_VISIBLE, PROP_REACTIVE, PROP_SCALE_X, PROP_SCALE_Y, PROP_ROTATION_ANGLE_X, PROP_ROTATION_ANGLE_Y, PROP_ROTATION_ANGLE_Z, PROP_ROTATION_CENTER_X, PROP_ROTATION_CENTER_Y, PROP_ROTATION_CENTER_Z, PROP_ANCHOR_X, PROP_ANCHOR_Y, PROP_SHOW_ON_SET_PARENT }; enum { SHOW, HIDE, DESTROY, PARENT_SET, FOCUS_IN, FOCUS_OUT, EVENT, CAPTURED_EVENT, BUTTON_PRESS_EVENT, BUTTON_RELEASE_EVENT, SCROLL_EVENT, KEY_PRESS_EVENT, KEY_RELEASE_EVENT, MOTION_EVENT, ENTER_EVENT, LEAVE_EVENT, LAST_SIGNAL }; static guint actor_signals[LAST_SIGNAL] = { 0, }; static void clutter_scriptable_iface_init (ClutterScriptableIface *iface); static void _clutter_actor_apply_modelview_transform (ClutterActor *self); static void _clutter_actor_apply_modelview_transform_recursive (ClutterActor *self, ClutterActor *ancestor); static void clutter_actor_shader_pre_paint (ClutterActor *actor, gboolean repeat); static void clutter_actor_shader_post_paint (ClutterActor *actor); static void destroy_shader_data (ClutterActor *self); G_DEFINE_ABSTRACT_TYPE_WITH_CODE (ClutterActor, clutter_actor, G_TYPE_INITIALLY_UNOWNED, G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE, clutter_scriptable_iface_init)); static void clutter_actor_real_show (ClutterActor *self) { if (!CLUTTER_ACTOR_IS_VISIBLE (self)) { if (!CLUTTER_ACTOR_IS_REALIZED (self)) clutter_actor_realize (self); /* the mapped flag on the top-level actors is set by the * per-backend implementation because it might be asynchronous */ if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)) 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 an actor to be displayed. An actor that isn't shown will not * be rendered on the stage. * * Actors are visible by default. * * If this function is called on an actor without a parent, the * ClutterActor:show-on-set-parent will be set to %TRUE as a side effect. */ void clutter_actor_show (ClutterActor *self) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; g_object_freeze_notify (G_OBJECT (self)); if (!priv->show_on_set_parent && !priv->parent_actor) { priv->show_on_set_parent = TRUE; g_object_notify (G_OBJECT (self), "show-on-set-parent"); } if (!CLUTTER_ACTOR_IS_VISIBLE (self)) { g_signal_emit (self, actor_signals[SHOW], 0); g_object_notify (G_OBJECT (self), "visible"); } g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_show_all: * @self: a #ClutterActor * * Call show() on all children of an actor (if any). * * 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)) { /* see comment in clutter_actor_real_show() on why we don't set * the mapped flag on the top-level actors */ if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)) CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED); clutter_actor_queue_redraw (self); } } /** * clutter_actor_hide: * @self: A #ClutterActor * * Flags an actor to be hidden. A hidden actor will not be * rendered on the stage. * * Actors are visible by default. * * If this function is called on an actor without a parent, the * ClutterActor:show-on-set-parent property will be set to %FALSE * as a side-effect. */ void clutter_actor_hide (ClutterActor *self) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; g_object_freeze_notify (G_OBJECT (self)); if (priv->show_on_set_parent && !priv->parent_actor) { priv->show_on_set_parent = FALSE; g_object_notify (G_OBJECT (self), "show-on-set-parent"); } if (CLUTTER_ACTOR_IS_MAPPED (self)) { g_signal_emit (self, actor_signals[HIDE], 0); g_object_notify (G_OBJECT (self), "visible"); } g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_hide_all: * @self: a #ClutterActor * * Call hide() on all child actors (if any). * * 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; ClutterActorPrivate *priv; priv = self->priv; 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); } static void clutter_actor_real_pick (ClutterActor *self, const ClutterColor *color) { if (clutter_actor_should_pick_paint (self)) { cogl_color (color); cogl_rectangle (0, 0, clutter_actor_get_width(self), clutter_actor_get_height(self)); } } /** * clutter_actor_pick: * @self: A #ClutterActor * @color: A #ClutterColor * * Renders a silhouette of the actor using the supplied color. Used * internally for mapping pointer events to actors. * * This function should never be called directly by applications. * * Subclasses overiding the ClutterActor::pick() method should call * clutter_actor_should_pick_paint() to decide whether to render their * silhouette. Containers should always recursively call pick for * each child. * * Since 0.4 **/ void clutter_actor_pick (ClutterActor *self, const ClutterColor *color) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (color != NULL); CLUTTER_ACTOR_GET_CLASS (self)->pick(self, color); } /** * clutter_actor_should_pick_paint: * @self: A #ClutterActor * * Utility call for subclasses overiding the pick method. * * This function should never be called directly by applications. * * Return value: %TRUE if the actor should paint its silhouette, * %FALSE otherwise */ gboolean clutter_actor_should_pick_paint (ClutterActor *self) { ClutterMainContext *context; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); context = clutter_context_get_default (); if (CLUTTER_ACTOR_IS_MAPPED (self) && (G_UNLIKELY (context->pick_mode == CLUTTER_PICK_ALL) || CLUTTER_ACTOR_IS_REACTIVE (self))) return TRUE; return FALSE; } /* * Utility functions for manipulating transformation matrix * * Matrix: 4x4 of ClutterFixed */ #define M(m,row,col) (m)[(col) * 4 + (row)] /* Transform point (x,y,z) by matrix */ static void mtx_transform (ClutterFixed m[16], ClutterFixed *x, ClutterFixed *y, ClutterFixed *z, ClutterFixed *w) { ClutterFixed _x, _y, _z, _w; _x = *x; _y = *y; _z = *z; _w = *w; /* We care lot about precission here, so have to use QMUL */ *x = CFX_QMUL (M (m,0,0), _x) + CFX_QMUL (M (m,0,1), _y) + CFX_QMUL (M (m,0,2), _z) + CFX_QMUL (M (m,0,3), _w); *y = CFX_QMUL (M (m,1,0), _x) + CFX_QMUL (M (m,1,1), _y) + CFX_QMUL (M (m,1,2), _z) + CFX_QMUL (M (m,1,3), _w); *z = CFX_QMUL (M (m,2,0), _x) + CFX_QMUL (M (m,2,1), _y) + CFX_QMUL (M (m,2,2), _z) + CFX_QMUL (M (m,2,3), _w); *w = CFX_QMUL (M (m,3,0), _x) + CFX_QMUL (M (m,3,1), _y) + CFX_QMUL (M (m,3,2), _z) + CFX_QMUL (M (m,3,3), _w); /* Specially for Matthew: was going to put a comment here, but could not * think of anything at all to say ;) */ } #undef M /* Applies the transforms associated with this actor and its ancestors, * retrieves the resulting OpenGL modelview matrix, and uses the matrix * to transform the supplied point */ static void clutter_actor_transform_point_relative (ClutterActor *actor, ClutterActor *ancestor, ClutterUnit *x, ClutterUnit *y, ClutterUnit *z, ClutterUnit *w) { ClutterFixed mtx[16]; ClutterActorPrivate *priv; priv = actor->priv; cogl_push_matrix(); _clutter_actor_apply_modelview_transform_recursive (actor, ancestor); cogl_get_modelview_matrix (mtx); mtx_transform (mtx, x, y, z, w); cogl_pop_matrix(); } /* Applies the transforms associated with this actor and its ancestors, * retrieves the resulting OpenGL modelview matrix, and uses the matrix * to transform the supplied point */ static void clutter_actor_transform_point (ClutterActor *actor, ClutterUnit *x, ClutterUnit *y, ClutterUnit *z, ClutterUnit *w) { ClutterFixed mtx[16]; ClutterActorPrivate *priv; priv = actor->priv; cogl_push_matrix(); _clutter_actor_apply_modelview_transform_recursive (actor, NULL); cogl_get_modelview_matrix (mtx); mtx_transform (mtx, x, y, z, w); cogl_pop_matrix(); } /* Help macros to scale from OpenGL <-1,1> coordinates system to our * X-window based <0,window-size> coordinates */ #define MTX_GL_SCALE_X(x,w,v1,v2) (CFX_MUL (((CFX_DIV ((x), (w)) + CFX_ONE) >> 1), (v1)) + (v2)) #define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - CFX_MUL (((CFX_DIV ((y), (w)) + CFX_ONE) >> 1), (v1)) + (v2)) #define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2))) /** * clutter_actor_apply_relative_transform_to_point: * @self: A #ClutterActor * @ancestor: A #ClutterActor ancestor, or %NULL to use the * default #ClutterStage * @point: A point as #ClutterVertex * @vertex: The translated #ClutterVertex * * Transforms @point in coordinates relative to the actor into * ancestor-relative coordinates using the relevant transform * stack (i.e. scale, rotation, etc). * * If @ancestor is %NULL the ancestor will be the #ClutterStage. In * this case, the coordinates returned will be the coordinates on * the stage before the projection is applied. This is different from * the behaviour of clutter_actor_apply_transform_to_point(). * * Since: 0.6 */ void clutter_actor_apply_relative_transform_to_point (ClutterActor *self, ClutterActor *ancestor, ClutterVertex *point, ClutterVertex *vertex) { ClutterFixed v[4]; ClutterFixed w = CFX_ONE; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor)); /* First we tranform the point using the OpenGL modelview matrix */ clutter_actor_transform_point_relative (self, ancestor, &point->x, &point->y, &point->z, &w); cogl_get_viewport (v); /* * The w[3] parameter should always be 1.0 here, so we ignore it; otherwise * we would have to divide the original verts with it. */ vertex->x = CFX_MUL ((point->x + CFX_ONE/2), v[2]); vertex->y = CFX_MUL ((CFX_ONE/2 - point->y), v[3]); vertex->z = CFX_MUL ((point->z + CFX_ONE/2), v[2]); } /** * clutter_actor_apply_transform_to_point: * @self: A #ClutterActor * @point: A point as #ClutterVertex * @vertex: The translated #ClutterVertex * * Transforms @point in coordinates relative to the actor * into screen-relative coordinates with the current actor * transformation (i.e. scale, rotation, etc) * * Since: 0.4 **/ void clutter_actor_apply_transform_to_point (ClutterActor *self, ClutterVertex *point, ClutterVertex *vertex) { ClutterFixed mtx_p[16]; ClutterFixed v[4]; ClutterFixed w = CFX_ONE; g_return_if_fail (CLUTTER_IS_ACTOR (self)); /* First we tranform the point using the OpenGL modelview matrix */ clutter_actor_transform_point (self, &point->x, &point->y, &point->z, &w); cogl_get_projection_matrix (mtx_p); cogl_get_viewport (v); /* Now, transform it again with the projection matrix */ mtx_transform (mtx_p, &point->x, &point->y, &point->z, &w); /* Finaly translate from OpenGL coords to window coords */ vertex->x = MTX_GL_SCALE_X (point->x, w, v[2], v[0]); vertex->y = MTX_GL_SCALE_Y (point->y, w, v[3], v[1]); vertex->z = MTX_GL_SCALE_Z (point->z, w, v[2], v[0]); } /* Recursively tranform supplied vertices with the tranform for the current * actor and up to the ancestor (like clutter_actor_transform_point() but * for all the vertices in one go). */ static void clutter_actor_transform_vertices_relative (ClutterActor *self, ClutterActor *ancestor, ClutterVertex verts[4], ClutterFixed w[4]) { ClutterFixed mtx[16]; ClutterFixed _x, _y, _z, _w; ClutterActorBox coords; /* * Need to query coords here, so that we get coorect values for actors that * do not modify priv->coords. */ clutter_actor_query_coords (self, &coords); cogl_push_matrix(); _clutter_actor_apply_modelview_transform_recursive (self, ancestor); cogl_get_modelview_matrix (mtx); _x = 0; _y = 0; _z = 0; _w = CFX_ONE; mtx_transform (mtx, &_x, &_y, &_z, &_w); verts[0].x = _x; verts[0].y = _y; verts[0].z = _z; w[0] = _w; _x = coords.x2 - coords.x1; _y = 0; _z = 0; _w = CFX_ONE; mtx_transform (mtx, &_x, &_y, &_z, &_w); verts[1].x = _x; verts[1].y = _y; verts[1].z = _z; w[1] = _w; _x = 0; _y = coords.y2 - coords.y1; _z = 0; _w = CFX_ONE; mtx_transform (mtx, &_x, &_y, &_z, &_w); verts[2].x = _x; verts[2].y = _y; verts[2].z = _z; w[2] = _w; _x = coords.x2 - coords.x1; _y = coords.y2 - coords.y1; _z = 0; _w = CFX_ONE; mtx_transform (mtx, &_x, &_y, &_z, &_w); verts[3].x = _x; verts[3].y = _y; verts[3].z = _z; w[3] = _w; cogl_pop_matrix(); } /* Recursively tranform supplied vertices with the tranform for the current * actor and all its ancestors (like clutter_actor_transform_point() but * for all the vertices in one go). */ static void clutter_actor_transform_vertices (ClutterActor *self, ClutterVertex verts[4], ClutterFixed w[4]) { ClutterFixed mtx[16]; ClutterFixed _x, _y, _z, _w; ClutterActorBox coords; /* * Need to query coords here, so that we get coorect values for actors that * do not modify priv->coords. */ clutter_actor_query_coords (self, &coords); cogl_push_matrix(); _clutter_actor_apply_modelview_transform_recursive (self, NULL); cogl_get_modelview_matrix (mtx); _x = 0; _y = 0; _z = 0; _w = CFX_ONE; mtx_transform (mtx, &_x, &_y, &_z, &_w); verts[0].x = _x; verts[0].y = _y; verts[0].z = _z; w[0] = _w; _x = coords.x2 - coords.x1; _y = 0; _z = 0; _w = CFX_ONE; mtx_transform (mtx, &_x, &_y, &_z, &_w); verts[1].x = _x; verts[1].y = _y; verts[1].z = _z; w[1] = _w; _x = 0; _y = coords.y2 - coords.y1; _z = 0; _w = CFX_ONE; mtx_transform (mtx, &_x, &_y, &_z, &_w); verts[2].x = _x; verts[2].y = _y; verts[2].z = _z; w[2] = _w; _x = coords.x2 - coords.x1; _y = coords.y2 - coords.y1; _z = 0; _w = CFX_ONE; mtx_transform (mtx, &_x, &_y, &_z, &_w); verts[3].x = _x; verts[3].y = _y; verts[3].z = _z; w[3] = _w; cogl_pop_matrix(); } /** * clutter_actor_get_relative_vertices: * @self: A #ClutterActor * @ancestor: A #ClutterActor to calculate the vertices against, or %NULL * to use the default #ClutterStage * @verts: return location for an array of 4 #ClutterVertex in which * to store the result. * * Calculates the transformed coordinates of the four corners of the * actor in the plane of @ancestor. The returned vertices relate to * the #ClutterActorBox coordinates as follows: * * v[0] contains (x1, y1) * v[1] contains (x2, y1) * v[2] contains (x1, y2) * v[3] contains (x2, y2) * * * If @ancestor is %NULL the ancestor will be the #ClutterStage. In * this case, the coordinates returned will be the coordinates on * the stage before the projection is applied. This is different from * the behaviour of clutter_actor_get_vertices(). * * Since: 0.6 */ void clutter_actor_get_relative_vertices (ClutterActor *self, ClutterActor *ancestor, ClutterVertex verts[4]) { ClutterFixed v[4]; ClutterFixed w[4]; ClutterActorPrivate *priv; ClutterActor *stage; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor)); priv = self->priv; /* We essentially have to dupe some code from clutter_redraw() here * to make sure GL Matrices etc are initialised if we're called and we * havn't yet rendered anything. * * Simply duping code for now in wait for Cogl cleanup that can hopefully * address this in a nicer way. */ stage = clutter_actor_get_stage (self); /* FIXME: if were not yet added to a stage, its probably unsafe to * return default - idealy the func should fail. */ if (stage == NULL) stage = clutter_stage_get_default (); clutter_stage_ensure_current (CLUTTER_STAGE(stage)); if (CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_SYNC_MATRICES) { ClutterPerspective perspective; clutter_stage_get_perspectivex (CLUTTER_STAGE (stage), &perspective); cogl_setup_viewport (clutter_actor_get_width (stage), clutter_actor_get_height (stage), perspective.fovy, perspective.aspect, perspective.z_near, perspective.z_far); CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES); } clutter_actor_transform_vertices_relative (self, ancestor, verts, w); cogl_get_viewport (v); /* * The w[3] parameter should always be 1.0 here, so we ignore it; otherwise * we would have to devide the original verts with it. */ verts[0].x = CFX_MUL ((verts[0].x + CFX_ONE/2), v[2]); verts[0].y = CFX_MUL ((CFX_ONE/2 - verts[0].y), v[3]); verts[0].z = CFX_MUL ((verts[0].z + CFX_ONE/2), v[2]); verts[1].x = CFX_MUL ((verts[1].x + CFX_ONE/2), v[2]); verts[1].y = CFX_MUL ((CFX_ONE/2 - verts[1].y), v[3]); verts[1].z = CFX_MUL ((verts[1].z + CFX_ONE/2), v[2]); verts[2].x = CFX_MUL ((verts[2].x + CFX_ONE/2), v[2]); verts[2].y = CFX_MUL ((CFX_ONE/2 - verts[2].y), v[3]); verts[2].z = CFX_MUL ((verts[2].z + CFX_ONE/2), v[2]); verts[3].x = CFX_MUL ((verts[3].x + CFX_ONE/2), v[2]); verts[3].y = CFX_MUL ((CFX_ONE/2 - verts[3].y), v[3]); verts[3].z = CFX_MUL ((verts[3].z + CFX_ONE/2), v[2]); } /** * clutter_actor_get_vertices: * @self: A #ClutterActor * @verts: Pointer to a location of an array of 4 #ClutterVertex where to * store the result. * * Calculates the transformed screen coordinates of the four corners of * the actor; the returned vertices relate to the #ClutterActorBox * coordinates as follows: * * v[0] contains (x1, y1) * v[1] contains (x2, y1) * v[2] contains (x1, y2) * v[3] contains (x2, y2) * * * Since: 0.4 */ void clutter_actor_get_vertices (ClutterActor *self, ClutterVertex verts[4]) { ClutterFixed mtx_p[16]; ClutterFixed v[4]; ClutterFixed w[4]; ClutterActorPrivate *priv; ClutterActor *stage; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; /* We essentially have to dupe some code from clutter_redraw() here * to make sure GL Matrices etc are initialised if we're called and we * havn't yet rendered anything. * * Simply duping code for now in wait for Cogl cleanup that can hopefully * address this in a nicer way. */ stage = clutter_actor_get_stage (self); /* FIXME: if were not yet added to a stage, its probably unsafe to * return default - idealy the func should fail. */ if (stage == NULL) stage = clutter_stage_get_default (); clutter_stage_ensure_current (CLUTTER_STAGE(stage)); if (CLUTTER_PRIVATE_FLAGS (stage) & CLUTTER_ACTOR_SYNC_MATRICES) { ClutterPerspective perspective; clutter_stage_get_perspectivex (CLUTTER_STAGE (stage), &perspective); cogl_setup_viewport (clutter_actor_get_width (stage), clutter_actor_get_height (stage), perspective.fovy, perspective.aspect, perspective.z_near, perspective.z_far); CLUTTER_UNSET_PRIVATE_FLAGS (stage, CLUTTER_ACTOR_SYNC_MATRICES); } clutter_actor_transform_vertices (self, verts, w); cogl_get_projection_matrix (mtx_p); cogl_get_viewport (v); mtx_transform (mtx_p, &verts[0].x, &verts[0].y, &verts[0].z, &w[0]); verts[0].x = MTX_GL_SCALE_X (verts[0].x, w[0], v[2], v[0]); verts[0].y = MTX_GL_SCALE_Y (verts[0].y, w[0], v[3], v[1]); verts[0].z = MTX_GL_SCALE_Z (verts[0].z, w[0], v[2], v[0]); mtx_transform (mtx_p, &verts[1].x, &verts[1].y, &verts[1].z, &w[1]); verts[1].x = MTX_GL_SCALE_X (verts[1].x, w[1], v[2], v[0]); verts[1].y = MTX_GL_SCALE_Y (verts[1].y, w[1], v[3], v[1]); verts[1].z = MTX_GL_SCALE_Z (verts[1].z, w[1], v[2], v[0]); mtx_transform (mtx_p, &verts[2].x, &verts[2].y, &verts[2].z, &w[2]); verts[2].x = MTX_GL_SCALE_X (verts[2].x, w[2], v[2], v[0]); verts[2].y = MTX_GL_SCALE_Y (verts[2].y, w[2], v[3], v[1]); verts[2].z = MTX_GL_SCALE_Z (verts[2].z, w[2], v[2], v[0]); mtx_transform (mtx_p, &verts[3].x, &verts[3].y, &verts[3].z, &w[3]); verts[3].x = MTX_GL_SCALE_X (verts[3].x, w[3], v[2], v[0]); verts[3].y = MTX_GL_SCALE_Y (verts[3].y, w[3], v[3], v[1]); verts[3].z = MTX_GL_SCALE_Z (verts[3].z, w[3], v[2], v[0]); } /* Applies the transforms associated with this actor to the * OpenGL modelview matrix. * * This function does not push/pop matrix; it is the responsibility * of the caller to do so as appropriate */ static void _clutter_actor_apply_modelview_transform (ClutterActor * self) { ClutterActorPrivate *priv = self->priv; gboolean is_stage = CLUTTER_IS_STAGE (self); if (!is_stage) { cogl_translatex (CLUTTER_UNITS_TO_FIXED (priv->coords.x1), CLUTTER_UNITS_TO_FIXED (priv->coords.y1), 0); } /* * because the rotation involves translations, we must scale before * applying the rotations (if we apply the scale after the rotations, * the translations included in the rotation are not scaled and so the * entire object will move on the screen as a result of rotating it). */ if (priv->scale_x != CFX_ONE || priv->scale_y != CFX_ONE) { cogl_scale (priv->scale_x, priv->scale_y); } if (priv->rzang) { cogl_translatex (CLUTTER_UNITS_TO_FIXED (priv->rzx), CLUTTER_UNITS_TO_FIXED (priv->rzy), 0); cogl_rotatex (priv->rzang, 0, 0, CFX_ONE); cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->rzx), CLUTTER_UNITS_TO_FIXED (-priv->rzy), 0); } if (priv->ryang) { cogl_translatex (CLUTTER_UNITS_TO_FIXED (priv->ryx), 0, CLUTTER_UNITS_TO_FIXED (priv->z + priv->ryz)); cogl_rotatex (priv->ryang, 0, CFX_ONE, 0); cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->ryx), 0, CLUTTER_UNITS_TO_FIXED (-(priv->z + priv->ryz))); } if (priv->rxang) { cogl_translatex (0, CLUTTER_UNITS_TO_FIXED (priv->rxy), CLUTTER_UNITS_TO_FIXED (priv->z + priv->rxz)); cogl_rotatex (priv->rxang, CFX_ONE, 0, 0); cogl_translatex (0, CLUTTER_UNITS_TO_FIXED (-priv->rxy), CLUTTER_UNITS_TO_FIXED (-(priv->z + priv->rxz))); } if (!is_stage && (priv->anchor_x || priv->anchor_y)) { cogl_translatex (CLUTTER_UNITS_TO_FIXED (-priv->anchor_x), CLUTTER_UNITS_TO_FIXED (-priv->anchor_y), 0); } if (priv->z) cogl_translatex (0, 0, priv->z); } /* Recursively applies the transforms associated with this actor and * its ancestors to the OpenGL modelview matrix. Use NULL if you want this * to go all the way down to the stage. * * This function does not push/pop matrix; it is the responsibility * of the caller to do so as appropriate */ static void _clutter_actor_apply_modelview_transform_recursive (ClutterActor *self, ClutterActor *ancestor) { ClutterActor *parent, *stage; parent = clutter_actor_get_parent (self); /* * If we reached the ancestor, quit * NB: NULL ancestor means the stage, and this will not trigger * (as it should not) */ if (self == ancestor) return; stage = clutter_actor_get_stage (self); /* FIXME: if were not yet added to a stage, its probably unsafe to * return default - idealy the func should fail. */ if (stage == NULL) stage = clutter_stage_get_default (); if (parent) _clutter_actor_apply_modelview_transform_recursive (parent, ancestor); else if (self != stage) _clutter_actor_apply_modelview_transform (stage); _clutter_actor_apply_modelview_transform (self); } /** * clutter_actor_paint: * @self: A #ClutterActor * * Renders the actor to display. * * This function should not be called directly by applications. * Call clutter_actor_queue_redraw() to queue paints, instead. */ void clutter_actor_paint (ClutterActor *self) { ClutterActorPrivate *priv; ClutterActorClass *klass; ClutterMainContext *context; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; 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; } } context = clutter_context_get_default (); klass = CLUTTER_ACTOR_GET_CLASS (self); cogl_push_matrix(); _clutter_actor_apply_modelview_transform (self); if (priv->has_clip) cogl_clip_set (CLUTTER_UNITS_TO_FIXED (priv->clip[0]), CLUTTER_UNITS_TO_FIXED (priv->clip[1]), CLUTTER_UNITS_TO_FIXED (priv->clip[2]), CLUTTER_UNITS_TO_FIXED (priv->clip[3])); if (G_UNLIKELY(context->pick_mode != CLUTTER_PICK_NONE)) { ClutterColor col; _clutter_id_to_color (clutter_actor_get_gid (self), &col); /* Actor will then paint silhouette of itself in supplied * color. See clutter_stage_get_actor_at_pos() for where * picking is enabled. */ clutter_actor_pick (self, &col); } else { clutter_actor_shader_pre_paint (self, FALSE); if (G_LIKELY (klass->paint)) klass->paint (self); clutter_actor_shader_post_paint (self); } if (priv->has_clip) cogl_clip_unset(); cogl_pop_matrix(); } static void clutter_actor_real_request_coords (ClutterActor *self, ClutterActorBox *box) { self->priv->coords = *box; } /** * clutter_actor_request_coords: * @self: A #ClutterActor * @box: A #ClutterActorBox with the new coordinates, in ClutterUnits * * Requests new untransformed coordinates for the bounding box of * a #ClutterActor. The coordinates must be relative to the current * parent of the actor. * * This function should not be called directly by applications; * instead, the various position/geometry methods should be used. * * Note: Actors overriding the ClutterActor::request_coords() virtual * function should always chain up to the parent class request_coords() * method. Actors should override this function only if they need to * recompute some internal state or need to reposition their children. */ void clutter_actor_request_coords (ClutterActor *self, ClutterActorBox *box) { ClutterActorPrivate *priv; gboolean x_change, y_change, width_change, height_change; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (box != NULL); priv = self->priv; /* avoid calling request coords if the coordinates did not change */ x_change = (priv->coords.x1 != box->x1); y_change = (priv->coords.y1 != box->y1); width_change = ((priv->coords.x2 - priv->coords.x1) != (box->x2 - box->x1)); height_change = ((priv->coords.y2 - priv->coords.y1) != (box->y2 - box->y1)); if (x_change || y_change || width_change || height_change) { g_object_ref (self); g_object_freeze_notify (G_OBJECT (self)); CLUTTER_ACTOR_GET_CLASS (self)->request_coords (self, box); 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"); g_object_thaw_notify (G_OBJECT (self)); g_object_unref (self); } } /** * clutter_actor_query_coords: * @self: A #ClutterActor * @box: A location to store the actor's #ClutterActorBox * * Requests the untransformed co-ordinates (in #ClutterUnits) for * the #ClutterActor, relative to any parent. * * This function should not be called directly by applications. * The various position/geometry methods should be used instead. */ void clutter_actor_query_coords (ClutterActor *self, ClutterActorBox *box) { ClutterActorClass *klass; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (box != NULL); 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->query_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->query_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; } } /* fixed point, unit based rotation setter, to be used by * set_property() so that we don't lose precision in the * center coordinates by converting them to and from units */ static inline void clutter_actor_set_rotation_internal (ClutterActor *self, ClutterRotateAxis axis, ClutterFixed angle, ClutterUnit center_x, ClutterUnit center_y, ClutterUnit center_z) { ClutterActorPrivate *priv = self->priv; g_object_ref (self); g_object_freeze_notify (G_OBJECT (self)); switch (axis) { case CLUTTER_X_AXIS: priv->rxang = angle; priv->rxy = center_y; priv->rxz = center_z; g_object_notify (G_OBJECT (self), "rotation-angle-x"); g_object_notify (G_OBJECT (self), "rotation-center-x"); break; case CLUTTER_Y_AXIS: priv->ryang = angle; priv->ryx = center_x; priv->ryz = center_z; g_object_notify (G_OBJECT (self), "rotation-angle-y"); g_object_notify (G_OBJECT (self), "rotation-center-y"); break; case CLUTTER_Z_AXIS: priv->rzang = angle; priv->rzx = center_x; priv->rzy = center_y; g_object_notify (G_OBJECT (self), "rotation-angle-z"); g_object_notify (G_OBJECT (self), "rotation-center-z"); break; } g_object_thaw_notify (G_OBJECT (self)); g_object_unref (self); if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } 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_x (actor, g_value_get_int (value)); break; case PROP_Y: clutter_actor_set_y (actor, g_value_get_int (value)); break; case PROP_WIDTH: clutter_actor_set_width (actor, g_value_get_int (value)); break; case PROP_HEIGHT: clutter_actor_set_height (actor, g_value_get_int (value)); break; case PROP_DEPTH: clutter_actor_set_depth (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_SCALE_X: clutter_actor_set_scalex (actor, CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value)), priv->scale_y); break; case PROP_SCALE_Y: clutter_actor_set_scalex (actor, priv->scale_x, CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value))); 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; case PROP_REACTIVE: clutter_actor_set_reactive (actor, g_value_get_boolean (value)); break; case PROP_ROTATION_ANGLE_X: { ClutterFixed angle; angle = CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value)); clutter_actor_set_rotation_internal (actor, CLUTTER_X_AXIS, angle, 0, priv->rxy, priv->rxz); } break; case PROP_ROTATION_ANGLE_Y: { ClutterFixed angle; angle = CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value)); clutter_actor_set_rotation_internal (actor, CLUTTER_Y_AXIS, angle, priv->ryx, 0, priv->ryz); } break; case PROP_ROTATION_ANGLE_Z: { ClutterFixed angle; angle = CLUTTER_FLOAT_TO_FIXED (g_value_get_double (value)); clutter_actor_set_rotation_internal (actor, CLUTTER_Z_AXIS, angle, priv->rzx, priv->rzy, 0); } break; case PROP_ROTATION_CENTER_X: { ClutterVertex *center; center = g_value_get_boxed (value); clutter_actor_set_rotation_internal (actor, CLUTTER_X_AXIS, priv->rxang, 0, center->y, center->z); } break; case PROP_ROTATION_CENTER_Y: { ClutterVertex *center; center = g_value_get_boxed (value); clutter_actor_set_rotation_internal (actor, CLUTTER_Y_AXIS, priv->ryang, center->x, 0, center->z); } break; case PROP_ROTATION_CENTER_Z: { ClutterVertex *center; center = g_value_get_boxed (value); clutter_actor_set_rotation_internal (actor, CLUTTER_Z_AXIS, priv->rzang, center->x, center->y, 0); } break; case PROP_ANCHOR_X: priv->anchor_x = CLUTTER_UNITS_FROM_DEVICE (g_value_get_int (value)); break; case PROP_ANCHOR_Y: priv->anchor_y = CLUTTER_UNITS_FROM_DEVICE (g_value_get_int (value)); break; case PROP_SHOW_ON_SET_PARENT: priv->show_on_set_parent = g_value_get_boolean (value); 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_DEPTH: g_value_set_int (value, clutter_actor_get_depth (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: { ClutterGeometry clip = { 0, }; clip.x = CLUTTER_UNITS_TO_DEVICE (priv->clip[0]); clip.y = CLUTTER_UNITS_TO_DEVICE (priv->clip[1]); clip.width = CLUTTER_UNITS_TO_DEVICE (priv->clip[2]); clip.height = CLUTTER_UNITS_TO_DEVICE (priv->clip[3]); g_value_set_boxed (value, &clip); } break; case PROP_SCALE_X: g_value_set_double (value, CLUTTER_FIXED_TO_DOUBLE (priv->scale_x)); break; case PROP_SCALE_Y: g_value_set_double (value, CLUTTER_FIXED_TO_DOUBLE (priv->scale_y)); break; case PROP_REACTIVE: g_value_set_boolean (value, clutter_actor_get_reactive (actor)); break; case PROP_ROTATION_ANGLE_X: g_value_set_double (value, CLUTTER_FIXED_TO_DOUBLE (priv->rxang)); break; case PROP_ROTATION_ANGLE_Y: g_value_set_double (value, CLUTTER_FIXED_TO_DOUBLE (priv->ryang)); break; case PROP_ROTATION_ANGLE_Z: g_value_set_double (value, CLUTTER_FIXED_TO_DOUBLE (priv->rzang)); break; case PROP_ROTATION_CENTER_X: { ClutterVertex center = { 0, }; center.y = priv->rxy; center.z = priv->rxz; g_value_set_boxed (value, ¢er); } break; case PROP_ROTATION_CENTER_Y: { ClutterVertex center = { 0, }; center.x = priv->ryx; center.z = priv->ryz; g_value_set_boxed (value, ¢er); } break; case PROP_ROTATION_CENTER_Z: { ClutterVertex center = { 0, }; center.x = priv->rzx; center.y = priv->rzy; g_value_set_boxed (value, ¢er); } break; case PROP_ANCHOR_X: g_value_set_int (value, CLUTTER_UNITS_TO_DEVICE (priv->anchor_x)); break; case PROP_ANCHOR_Y: g_value_set_int (value, CLUTTER_UNITS_TO_DEVICE (priv->anchor_y)); break; case PROP_SHOW_ON_SET_PARENT: g_value_set_boolean (value, priv->show_on_set_parent); 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' (ref_count:%d)", self->priv->id, g_type_name (G_OBJECT_TYPE (self)), object->ref_count); destroy_shader_data (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); CLUTTER_NOTE (MISC, "Finalize object (id=%d) of type `%s'", actor->priv->id, g_type_name (G_OBJECT_TYPE (actor))); g_free (actor->priv->name); clutter_id_pool_remove (CLUTTER_CONTEXT()->id_pool, actor->priv->id); 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:depth: * * Depth of the actor. * * Since: 0.6 */ g_object_class_install_property (object_class, PROP_DEPTH, g_param_spec_int ("depth", "Depth", "Depth of actor", -G_MAXINT, 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, 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:reactive: * * Whether the actor is reactive to events or not. * * Since: 0.6 */ g_object_class_install_property (object_class, PROP_REACTIVE, g_param_spec_boolean ("reactive", "Reactive", "Whether the actor is reactive to events 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::scale-x: * * The horizontal scale of the actor * * Since: 0.6 */ g_object_class_install_property (object_class, PROP_SCALE_X, g_param_spec_double ("scale-x", "Scale-X", "Scale factor on the X axis", 0.0, G_MAXDOUBLE, 1.0, CLUTTER_PARAM_READWRITE)); /** * ClutterActor::scale-y: * * The vertical scale of the actor * * Since: 0.6 */ g_object_class_install_property (object_class, PROP_SCALE_Y, g_param_spec_double ("scale-y", "Scale-Y", "Scale factor on the Y axis", 0.0, G_MAXDOUBLE, 1.0, CLUTTER_PARAM_READWRITE)); /** * ClutterActor::rotation-angle-x: * * The rotation angle on the X axis. * * Since: 0.6 */ g_object_class_install_property (object_class, PROP_ROTATION_ANGLE_X, g_param_spec_double ("rotation-angle-x", "Rotation Angle X", "The rotation angle on the X axis", 0.0, G_MAXDOUBLE, 0.0, CLUTTER_PARAM_READWRITE)); /** * ClutterActor::rotation-angle-y: * * The rotation angle on the Y axis. * * Since: 0.6 */ g_object_class_install_property (object_class, PROP_ROTATION_ANGLE_Y, g_param_spec_double ("rotation-angle-y", "Rotation Angle Y", "The rotation angle on the Y axis", 0.0, G_MAXDOUBLE, 0.0, CLUTTER_PARAM_READWRITE)); /** * ClutterActor::rotation-angle-z: * * The rotation angle on the Z axis. * * Since: 0.6 */ g_object_class_install_property (object_class, PROP_ROTATION_ANGLE_Z, g_param_spec_double ("rotation-angle-z", "Rotation Angle Z", "The rotation angle on the Z axis", 0.0, G_MAXDOUBLE, 0.0, CLUTTER_PARAM_READWRITE)); /** * ClutterActor::rotation-center-x: * * The rotation center on the X axis. * * Since: 0.6 */ g_object_class_install_property (object_class, PROP_ROTATION_CENTER_X, g_param_spec_boxed ("rotation-center-x", "Rotation Center X", "The rotation center on the X axis", CLUTTER_TYPE_VERTEX, CLUTTER_PARAM_READWRITE)); /** * ClutterActor::rotation-center-y: * * The rotation center on the Y axis. * * Since: 0.6 */ g_object_class_install_property (object_class, PROP_ROTATION_CENTER_Y, g_param_spec_boxed ("rotation-center-y", "Rotation Center Y", "The rotation center on the Y axis", CLUTTER_TYPE_VERTEX, CLUTTER_PARAM_READWRITE)); /** * ClutterActor::rotation-center-z: * * The rotation center on the Z axis. * * Since: 0.6 */ g_object_class_install_property (object_class, PROP_ROTATION_CENTER_Z, g_param_spec_boxed ("rotation-center-z", "Rotation Center Z", "The rotation center on the Z axis", CLUTTER_TYPE_VERTEX, CLUTTER_PARAM_READWRITE)); /** * ClutterActor::anchor-x: * * The X coordinate of an actor's anchor point, relative to * the actor coordinate space, in pixels. * * Since: 0.8 */ g_object_class_install_property (object_class, PROP_ANCHOR_X, g_param_spec_int ("anchor-x", "Anchor X", "X coordinate of the anchor point", -G_MAXINT, G_MAXINT, 0, CLUTTER_PARAM_READWRITE)); /** * ClutterActor::anchor-y: * * The Y coordinate of an actor's anchor point, relative to * the actor coordinate space, in pixels. * * Since: 0.8 */ g_object_class_install_property (object_class, PROP_ANCHOR_Y, g_param_spec_int ("anchor-y", "Anchor Y", "Y coordinate of the anchor point", -G_MAXINT, G_MAXINT, 0, CLUTTER_PARAM_READWRITE)); /** * ClutterActor:show-on-set-parent: * * If %TRUE, the actor is automatically shown when parented. * * Calling clutter_actor_hide() on an actor which has not been * parented will set this property to %FALSE as a side effect. * * Since: 0.8 */ g_object_class_install_property (object_class, PROP_SHOW_ON_SET_PARENT, g_param_spec_boolean ("show-on-set-parent", "Show on set parent", "Whether the actor is shown" " when parented", TRUE, 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 is visible and * rendered on the stage. * * 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 rendered * on the stage. * * 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); /** * ClutterActor::event: * @actor: the actor which received the event * @event: a #ClutterEvent * * The ::event signal is emitted each time an event is received * by the @actor. This signal will be emitted on every actor, * following the hierarchy chain, until it reaches the top-level * container (the #ClutterStage). * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[EVENT] = g_signal_new ("event", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, event), _clutter_boolean_handled_accumulator, NULL, clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::button-press-event: * @actor: the actor which received the event * @event: a #ClutterButtonEvent * * The ::button-press-event signal is emitted each time a mouse button * is pressed on @actor. * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[BUTTON_PRESS_EVENT] = g_signal_new ("button-press-event", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, button_press_event), _clutter_boolean_handled_accumulator, NULL, clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::button-release-event: * @actor: the actor which received the event * @event: a #ClutterButtonEvent * * The ::button-release-event signal is emitted each time a mouse button * is released on @actor. * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[BUTTON_RELEASE_EVENT] = g_signal_new ("button-release-event", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, button_release_event), _clutter_boolean_handled_accumulator, NULL, clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::scroll-event: * @actor: the actor which received the event * @event: a #ClutterScrollEvent * * The ::scroll-event signal is emitted each time the mouse is * scrolled on @actor * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[SCROLL_EVENT] = g_signal_new ("scroll-event", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, scroll_event), _clutter_boolean_handled_accumulator, NULL, clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::key-press-event: * @actor: the actor which received the event * @event: a #ClutterKeyEvent * * The ::key-press-event signal is emitted each time a keyboard button * is pressed while @actor has key focus (see clutter_stage_set_key_focus()). * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[KEY_PRESS_EVENT] = g_signal_new ("key-press-event", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, key_press_event), _clutter_boolean_handled_accumulator, NULL, clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::key-release-event: * @actor: the actor which received the event * @event: a #ClutterKeyEvent * * The ::key-release-event signal is emitted each time a keyboard button * is released while @actor has key focus (see * clutter_stage_set_key_focus()). * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[KEY_RELEASE_EVENT] = g_signal_new ("key-release-event", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, key_release_event), _clutter_boolean_handled_accumulator, NULL, clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::motion-event: * @actor: the actor which received the event * @event: a #ClutterMotionEvent * * The ::motion-event signal is emitted each time the mouse pointer is * moved over @actor. * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[MOTION_EVENT] = g_signal_new ("motion-event", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, motion_event), _clutter_boolean_handled_accumulator, NULL, clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::focus-in: * @actor: the actor which now has key focus * * The ::focus-in signal is emitted when @actor recieves key focus. * * Since: 0.6 */ actor_signals[FOCUS_IN] = g_signal_new ("focus-in", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, focus_in), NULL, NULL, clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterActor::focus-out: * @actor: the actor which now has key focus * * The ::focus-out signal is emitted when @actor loses key focus. * * Since: 0.6 */ actor_signals[FOCUS_OUT] = g_signal_new ("focus-out", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, focus_out), NULL, NULL, clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterActor::enter-event: * @actor: the actor which the pointer has entered. * @event: a #ClutterCrossingEvent * * The ::enter-event signal is emitted when the pointer enters the @actor * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[ENTER_EVENT] = g_signal_new ("enter-event", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, enter_event), _clutter_boolean_handled_accumulator, NULL, clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::leave-event: * @actor: the actor which the pointer has left * @event: a #ClutterCrossingEvent * * The ::leave-event signal is emitted when the pointer leaves the @actor. * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[LEAVE_EVENT] = g_signal_new ("leave-event", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, leave_event), _clutter_boolean_handled_accumulator, NULL, clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); /** * ClutterActor::captured-event: * @actor: the actor which received the signal * @event: a #ClutterEvent * * The ::captured-event signal is emitted when an event is captured * by Clutter. This signal will be emitted starting from the top-level * container (the #ClutterStage) to the actor which received the event * going down the hierarchy. This signal can be used to intercept every * event before the specialized events (like * ClutterActor::button-press-event or ::key-released-event) are * emitted. * * Return value: %TRUE if the event has been handled by the actor, * or %FALSE to continue the emission. * * Since: 0.6 */ actor_signals[CAPTURED_EVENT] = g_signal_new ("captured-event", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterActorClass, captured_event), _clutter_boolean_handled_accumulator, NULL, clutter_marshal_BOOLEAN__BOXED, G_TYPE_BOOLEAN, 1, CLUTTER_TYPE_EVENT | G_SIGNAL_TYPE_STATIC_SCOPE); klass->show = clutter_actor_real_show; klass->show_all = clutter_actor_show; klass->hide = clutter_actor_real_hide; klass->hide_all = clutter_actor_hide; klass->pick = clutter_actor_real_pick; klass->request_coords = clutter_actor_real_request_coords; } static void clutter_actor_init (ClutterActor *self) { ClutterActorPrivate *priv; ClutterActorBox box = { 0, }; self->priv = priv = CLUTTER_ACTOR_GET_PRIVATE (self); priv->parent_actor = NULL; priv->has_clip = FALSE; priv->opacity = 0xff; priv->id = clutter_id_pool_add (CLUTTER_CONTEXT()->id_pool, self); priv->scale_x = CFX_ONE; priv->scale_y = CFX_ONE; priv->shader_data = NULL; priv->show_on_set_parent = TRUE; memset (priv->clip, 0, sizeof (ClutterUnit) * 4); clutter_actor_request_coords (self, &box); } /** * 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 * container, the actor will be removed. * * When you destroy a container, its children will be destroyed as well. * * Note: you cannot destroy the #ClutterStage returned by * clutter_stage_get_default(). */ void clutter_actor_destroy (ClutterActor *self) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (priv->parent_actor) { ClutterActor *parent = priv->parent_actor; if (CLUTTER_IS_CONTAINER (parent)) { g_object_ref (self); clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self); } else priv->parent_actor = NULL; } if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION)) g_object_run_dispose (G_OBJECT (self)); g_object_unref (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) { ClutterActor *stage; g_return_if_fail (CLUTTER_IS_ACTOR (self)); /* FIXME: should we check we're visible here? */ if ((stage = clutter_actor_get_stage (self)) != NULL) clutter_stage_queue_redraw (CLUTTER_STAGE (stage)); } /** * clutter_actor_set_geometry: * @self: A #ClutterActor * @geometry: A #ClutterGeometry * * Sets the actor's untransformed geometry in pixels relative to any * parent actor. */ void clutter_actor_set_geometry (ClutterActor *self, const ClutterGeometry *geometry) { ClutterActorBox box; box.x1 = CLUTTER_UNITS_FROM_INT (geometry->x); box.y1 = CLUTTER_UNITS_FROM_INT (geometry->y); box.x2 = CLUTTER_UNITS_FROM_INT (geometry->x + geometry->width); box.y2 = CLUTTER_UNITS_FROM_INT (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 actor's untransformed 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_query_coords (self, &box); geometry->x = CLUTTER_UNITS_TO_DEVICE (box.x1); geometry->y = CLUTTER_UNITS_TO_DEVICE (box.y1); geometry->width = CLUTTER_UNITS_TO_DEVICE (box.x2 - box.x1); geometry->height = CLUTTER_UNITS_TO_DEVICE (box.y2 - box.y1); } /** * clutter_actor_get_coords: * @self: A #ClutterActor * @x_1: A location to store actors left position, or %NULL. * @y_1: A location to store actors top position, or %NULL. * @x_2: A location to store actors right position, or %NULL. * @y_2: A location to store actors bottom position, or %NULL. * * Gets the actor's untransformed bounding rectangle coordinates in pixels * relative to any parent actor. */ void clutter_actor_get_coords (ClutterActor *self, gint *x_1, gint *y_1, gint *x_2, gint *y_2) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_query_coords (self, &box); if (x_1) *x_1 = CLUTTER_UNITS_TO_DEVICE (box.x1); if (y_1) *y_1 = CLUTTER_UNITS_TO_DEVICE (box.y1); if (x_2) *x_2 = CLUTTER_UNITS_TO_DEVICE (box.x2); if (y_2) *y_2 = CLUTTER_UNITS_TO_DEVICE (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 actor's 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_query_coords (self, &box); box.x2 += (CLUTTER_UNITS_FROM_INT (x) - box.x1); box.y2 += (CLUTTER_UNITS_FROM_INT (y) - box.y1); box.x1 = CLUTTER_UNITS_FROM_INT (x); box.y1 = CLUTTER_UNITS_FROM_INT (y); clutter_actor_request_coords (self, &box); } /** * clutter_actor_set_positionu * @self: A #ClutterActor * @x: New left position of actor in #ClutterUnits * @y: New top position of actor in #ClutterUnits * * Sets the actor's position in #ClutterUnits relative to any * parent actor. * * Since: 0.6 */ void clutter_actor_set_positionu (ClutterActor *self, ClutterUnit x, ClutterUnit y) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_query_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 the specified distance relative to its * current position in pixels. * * Since: 0.2 */ void clutter_actor_move_by (ClutterActor *self, gint dx, gint dy) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_move_byu (self, CLUTTER_UNITS_FROM_DEVICE (dx), CLUTTER_UNITS_FROM_DEVICE (dy)); } /** * clutter_actor_move_byu: * @self: A #ClutterActor * @dx: Distance to move Actor on X axis, in #ClutterUnits. * @dy: Distance to move Actor on Y axis, in #ClutterUnits. * * Moves an actor by the specified distance relative to its current * position. * * Since: 0.6 */ void clutter_actor_move_byu (ClutterActor *self, ClutterUnit dx, ClutterUnit dy) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_query_coords (self, &box); box.x2 += dx; box.y2 += dy; box.x1 += dx; box.y1 += dy; clutter_actor_request_coords (self, &box); } /* local inline version, without type checking to be used by * set_width() and set_height(). if one of the dimensions is < 0 * it will not be changed */ static inline void clutter_actor_set_size_internal (ClutterActor *self, gint width, gint height) { ClutterActorBox box; clutter_actor_query_coords (self, &box); if (width > 0) box.x2 = box.x1 + CLUTTER_UNITS_FROM_INT (width); if (height > 0) box.y2 = box.y1 + CLUTTER_UNITS_FROM_INT (height); clutter_actor_request_coords (self, &box); } /* local inline unit version, without type checking to be used by * set_width() and set_height(). if one of the dimensions is < 0 * it will not be changed */ static inline void clutter_actor_set_size_internalu (ClutterActor *self, ClutterUnit width, ClutterUnit height) { ClutterActorBox box; clutter_actor_query_coords (self, &box); if (width > 0) box.x2 = box.x1 + width; if (height > 0) box.y2 = box.y1 + height; clutter_actor_request_coords (self, &box); } /** * clutter_actor_set_size * @self: A #ClutterActor * @width: New width of actor in pixels, or -1 * @height: New height of actor in pixels, or -1 * * Sets the actor's size in pixels. * * If @width and/or @height are -1 the actor will assume the same size * of its bounding box. * * This function is a "request" to the #ClutterActor. Depending * on the actual implementation, calling clutter_actor_set_size() might * not produce visible results. Calling this function on a #ClutterGroup, * for instance, will not resize the group - as its size is dependant * on bounding box of actual contents */ void clutter_actor_set_size (ClutterActor *self, gint width, gint height) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_size_internal (self, width, height); } /** * clutter_actor_set_sizeu * @self: A #ClutterActor * @width: New width of actor in #ClutterUnits, or -1 * @height: New height of actor in #ClutterUnits, or -1 * * Sets the actor's size in #ClutterUnits. If @width and/or @height * are -1 the actor will assume the same size as its bounding box. * * Since: 0.6 */ void clutter_actor_set_sizeu (ClutterActor *self, ClutterUnit width, ClutterUnit height) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_size_internalu (self, width, height); } /** * clutter_actor_get_size: * @self: A #ClutterActor * @width: return location for the width, or %NULL. * @height: return location for the height, or %NULL. * * Gets the size of an actor in pixels, ignoring any scaling factors. * * Since: 0.2 */ void clutter_actor_get_size (ClutterActor *self, guint *width, guint *height) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_query_coords (self, &box); if (width) *width = CLUTTER_UNITS_TO_DEVICE (box.x2 - box.x1); if (height) *height = CLUTTER_UNITS_TO_DEVICE (box.y2 - box.y1); } /** * clutter_actor_get_sizeu: * @self: A #ClutterActor * @width: return location for the width, or %NULL * @height: return location for the height, or %NULL * * Gets the size of an actor in #ClutterUnits, ignoring any scaling * factors. * * Since: 0.6 */ void clutter_actor_get_sizeu (ClutterActor *self, ClutterUnit *width, ClutterUnit *height) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_query_coords (self, &box); if (width) *width = box.x2 - box.x1; if (height) *height = box.y2 - box.y1; } /** * clutter_actor_get_position: * @self: a #ClutterActor * @x: return location for the X coordinate, or %NULL * @y: return location for the Y coordinate, or %NULL * * Retrieves the position of an actor. * * Since: 0.6 */ void clutter_actor_get_position (ClutterActor *self, gint *x, gint *y) { ClutterActorBox box = { 0, }; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_query_coords (self, &box); if (x) *x = CLUTTER_UNITS_TO_DEVICE (box.x1); if (y) *y = CLUTTER_UNITS_TO_DEVICE (box.y1); } /** * clutter_actor_get_positionu: * @self: a #ClutterActor * @x: return location for the X coordinate, or %NULL * @y: return location for the Y coordinate, or %NULL * * Retrieves the position of an actor in #ClutterUnits. * * Since: 0.6 */ void clutter_actor_get_positionu (ClutterActor *self, ClutterUnit *x, ClutterUnit *y) { ClutterActorBox box = { 0, }; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_query_coords (self, &box); if (x) *x = box.x1; if (y) *y = box.y1; } /* * clutter_actor_get_abs_position_units * @self: A #ClutterActor * @x: return location for the X coordinate, or %NULL * @y: return location for the Y coordinate, or %NULL * * Gets the absolute position of an actor, in #ClutterUnits, * relative to the stage. * * Since: 0.4 */ static void clutter_actor_get_abs_position_units (ClutterActor *self, gint32 *x, gint32 *y) { ClutterVertex v1; ClutterVertex v2; v1.x = v1.y = v1.z = 0; clutter_actor_apply_transform_to_point (self, &v1, &v2); if (x) *x = v2.x; if (y) *y = v2.y; } /** * clutter_actor_get_abs_position * @self: A #ClutterActor * @x: return location for the X coordinate, or %NULL * @y: return location for the Y coordinate, or %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) { ClutterUnit xu, yu; g_return_if_fail (CLUTTER_IS_ACTOR (self)); xu = yu = 0; clutter_actor_get_abs_position_units (self, &xu, &yu); if (x) *x = CLUTTER_UNITS_TO_DEVICE (xu); if (y) *y = CLUTTER_UNITS_TO_DEVICE (yu); } /* * clutter_actor_get_abs_size_units: * @self: A #ClutterActor * @width: return location for the width, or %NULL * @height: return location for the height, or %NULL * * Gets the absolute size of an actor in #ClutterUnitss, taking * into account the scaling factors. * * When the actor (or one of its ancestors) is rotated around the * X or Y axis, it no longer appears as on the stage as a rectangle, but * as a generic quadrangle; in that case this function returns the size * of the smallest rectangle that encapsulates the entire quad. Please * note that in this case no assumptions can be made about the relative * position of this envelope to the absolute position of the actor, as * returned by clutter_actor_get_abs_position(); if you need this * information, you need to use clutter_actor_get_vertices() to get the * coords of the actual quadrangle. * * Since: 0.4 */ static void clutter_actor_get_abs_size_units (ClutterActor *self, gint32 *width, gint32 *height) { ClutterVertex v[4]; ClutterFixed x_min, x_max, y_min, y_max; gint i; clutter_actor_get_vertices (self, v); x_min = x_max = v[0].x; y_min = y_max = v[0].y; for (i = 1; i < sizeof(v)/sizeof(v[0]); ++i) { if (v[i].x < x_min) x_min = v[i].x; if (v[i].x > x_max) x_max = v[i].x; if (v[i].y < y_min) y_min = v[i].y; if (v[i].y > y_max) y_max = v[i].y; } *width = x_max - x_min; *height = y_max - y_min; } /** * clutter_actor_get_abs_size: * @self: A #ClutterActor * @width: return location for the width, or %NULL * @height: return location for the height, or %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) { gint32 wu, hu; clutter_actor_get_abs_size_units (self, &wu, &hu); *width = CLUTTER_UNITS_TO_DEVICE (wu); *height = CLUTTER_UNITS_TO_DEVICE (hu); } /** * clutter_actor_get_width * @self: A #ClutterActor * * Retrieves the actor's width ignoring any scaling factors. * * Return value: the width in pixels **/ guint clutter_actor_get_width (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_query_coords (self, &box); return CLUTTER_UNITS_TO_DEVICE (box.x2 - box.x1); } /** * clutter_actor_get_widthu * @self: A #ClutterActor * * Retrieves the actor's width ignoring any scaling factors. * * Return value: the width in #ClutterUnits * * since: 0.6 **/ ClutterUnit clutter_actor_get_widthu (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_query_coords (self, &box); return box.x2 - box.x1; } /** * clutter_actor_get_height * @self: A #ClutterActor * * Retrieves the actor's height ignoring any scaling factors. * * Return value: the height in pixels **/ guint clutter_actor_get_height (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_query_coords (self, &box); return CLUTTER_UNITS_TO_DEVICE (box.y2 - box.y1); } /** * clutter_actor_get_heightu * @self: A #ClutterActor * * Retrieves the actor's height ignoring any scaling factors. * * Return value: the height in #ClutterUnits * * since: 0.6 **/ ClutterUnit clutter_actor_get_heightu (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_query_coords (self, &box); return box.y2 - box.y1; } /** * clutter_actor_set_width * @self: A #ClutterActor * @width: Requested new width for the actor, in pixels * * Requests a new width for the actor * * since: 0.2 **/ void clutter_actor_set_width (ClutterActor *self, guint width) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_size_internal (self, width, -1); } /** * clutter_actor_set_widthu * @self: A #ClutterActor * @width: Requested new width for the actor, in #ClutterUnits * * Requests a new width for the actor * * since: 0.6 **/ void clutter_actor_set_widthu (ClutterActor *self, ClutterUnit width) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_size_internalu (self, width, -1); } /** * clutter_actor_set_height * @self: A #ClutterActor * @height: Requested new height for the actor, in pixels * * Requests a new height for the actor * * since: 0.2 **/ void clutter_actor_set_height (ClutterActor *self, guint height) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_size_internal (self, -1, height); } /** * clutter_actor_set_heightu * @self: A #ClutterActor * @height: Requested new height for the actor, in #ClutterUnits * * Requests a new height for the actor * * since: 0.6 **/ void clutter_actor_set_heightu (ClutterActor *self, ClutterUnit height) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_size_internalu (self, -1, height); } /** * clutter_actor_set_x: * @self: a #ClutterActor * @x: the actor's position on the X axis * * Sets the actor's X coordinate, relative to its parent. * * Since: 0.6 */ void clutter_actor_set_x (ClutterActor *self, gint x) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_position (self, x, clutter_actor_get_y (self)); } /** * clutter_actor_set_xu: * @self: a #ClutterActor * @x: the actor's position on the X axis, in #ClutterUnits * * Sets the actor's X coordinate, relative to its parent. * * Since: 0.6 */ void clutter_actor_set_xu (ClutterActor *self, ClutterUnit x) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_positionu (self, x, clutter_actor_get_yu (self)); } /** * clutter_actor_set_y: * @self: a #ClutterActor * @y: the actor's position on the Y axis * * Sets the actor's Y coordinate, relative to its parent. * * Since: 0.6 */ void clutter_actor_set_y (ClutterActor *self, gint y) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_position (self, clutter_actor_get_x (self), y); } /** * clutter_actor_set_yu: * @self: a #ClutterActor * @y: the actor's position on the Y axis, in #ClutterUnits * * Sets the actor's Y coordinate, relative to its parent. * * Since: 0.6 */ void clutter_actor_set_yu (ClutterActor *self, ClutterUnit y) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_positionu (self, clutter_actor_get_xu (self), y); } /** * clutter_actor_get_x * @self: A #ClutterActor * * Retrieves the actor's X coordinate, relative to any parent. * * Return value: the X coordinate, in pixels, ignoring any * transformation (i.e. scaling, rotation). */ gint clutter_actor_get_x (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_query_coords (self, &box); return CLUTTER_UNITS_TO_DEVICE (box.x1); } /** * clutter_actor_get_xu * @self: A #ClutterActor * * Retrieves the actor's X coordinate, relative to any parent, * in #ClutterUnits. * * Return value: the X coordinate, in #ClutterUnits, ignoring * any transformation (i.e. scaling, rotation). * * Since: 0.6 */ ClutterUnit clutter_actor_get_xu (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_query_coords (self, &box); return box.x1; } /** * clutter_actor_get_y: * @self: A #ClutterActor * * Retrieves the actor's Y coordinate, relative to any parent. * * Return value: the Y coordinate, in pixels, ignoring any * transformation (i.e. scaling, rotation). */ gint clutter_actor_get_y (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_query_coords (self, &box); return CLUTTER_UNITS_TO_DEVICE (box.y1); } /** * clutter_actor_get_yu: * @self: A #ClutterActor * * Retrieves the actor's Y coordinate, relative to any parent, * in #ClutterUnits. * * Return value: the Y coordinate, in #ClutterUnits, ignoring any * transformation (i.e. scaling, rotation). */ ClutterUnit clutter_actor_get_yu (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_query_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. * * Fixed point version of clutter_actor_set_scale(). * * Scales an actor with the given factors. The scaling is always * relative to the anchor point. */ void clutter_actor_set_scalex (ClutterActor *self, ClutterFixed scale_x, ClutterFixed scale_y) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_object_ref (self); g_object_freeze_notify (G_OBJECT (self)); self->priv->scale_x = scale_x; g_object_notify (G_OBJECT (self), "scale-x"); self->priv->scale_y = scale_y; g_object_notify (G_OBJECT (self), "scale-y"); g_object_thaw_notify (G_OBJECT (self)); g_object_unref (self); if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * clutter_actor_set_scale: * @self: A #ClutterActor * @scale_x: double factor to scale actor by horizontally. * @scale_y: double factor to scale actor by vertically. * * Scales an actor with the given factors. The scaling is always * relative to the anchor point. * * 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: Location to store horizonal scale factor, or %NULL. * @scale_y: Location to store vertical scale factor, or %NULL. * * Fixed point version of clutter_actor_get_scale(). * * Retrieves the scale factors of an actor. * * 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: Location to store horizonal float scale factor, or %NULL. * @scale_y: Location to store vertical float scale factor, or %NULL. * * Retrieves an actors scale in floating point. * * 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 the actor. * * Sets the actor's opacity, with zero being completely transparent and * 255 (0xff) being fully opaque. */ 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_abs_opacity: * @self: A #ClutterActor * * Retrieves the absolute opacity of the actor, as it appears on the stage. * * This function traverses the hierarchy chain and composites the opacity of * the actor with that of its parents. * * This function is intended for subclasses to use in the paint virtual * function, to paint themselves with the correct opacity. * * Return value: The actor opacity value. * * Since: 0.6 */ guint8 clutter_actor_get_abs_opacity (ClutterActor *self) { ClutterActorPrivate *priv; ClutterActor *parent; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); priv = self->priv; parent = priv->parent_actor; /* Factor in the actual actors opacity with parents */ if (G_LIKELY (parent)) { guint8 opacity = clutter_actor_get_abs_opacity (parent); if (opacity != 0xff) return (opacity * priv->opacity) / 0xff; } return clutter_actor_get_opacity (self); } /** * clutter_actor_get_opacity: * @self: a #ClutterActor * * Retrieves the opacity value of an actor, as set by * clutter_actor_set_opacity(). * * For retrieving the absolute opacity of the actor inside a paint * virtual function, see clutter_actor_get_abs_opacity(). * * Return value: the opacity of the actor */ guint8 clutter_actor_get_opacity (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); return self->priv->opacity; } /** * clutter_actor_set_name: * @self: A #ClutterActor * @name: Textual tag to apply to actor * * Sets the given name to @self. The name can be used to identify * a #ClutterActor. */ 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: the name of the actor, or %NULL. 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_gid: * @self: A #ClutterActor * * Retrieves the unique id for @self. * * Return value: Globally unique value for this object instance. * * Since: 0.6 */ guint32 clutter_actor_get_gid (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. The Units of which are dependant * on the perspective setup. */ void clutter_actor_set_depth (ClutterActor *self, gint depth) { clutter_actor_set_depthu (self, CLUTTER_UNITS_FROM_DEVICE (depth)); } /** * clutter_actor_set_depthu: * @self: a #ClutterActor * @depth: Z co-ordinate, in #ClutterUnits * * Sets the Z co-ordinate of @self to @depth in #ClutterUnits, the * units of which are dependant on the perspective setup. */ void clutter_actor_set_depthu (ClutterActor *self, ClutterUnit depth) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (priv->z != depth) { /* Sets Z value. - FIXME: should invert ?*/ priv->z = depth; if (priv->parent_actor && CLUTTER_IS_CONTAINER (priv->parent_actor)) { ClutterContainer *parent; /* We need to resort the container stacking order as to * correctly render alpha values. * * FIXME: This is sub optimal. maybe queue the the sort * before stacking */ parent = CLUTTER_CONTAINER (priv->parent_actor); clutter_container_sort_depth_order (parent); } if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); g_object_notify (G_OBJECT (self), "depth"); } } /** * clutter_actor_get_depth: * @self: a #ClutterActor * * Retrieves the depth of @self. * * Return value: the depth of the actor */ gint clutter_actor_get_depth (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1); return CLUTTER_UNITS_TO_DEVICE (self->priv->z); } /** * clutter_actor_get_depthu: * @self: a #ClutterActor * * Retrieves the depth of @self. * * Return value: the depth of the actor, in #ClutterUnits * * Since: 0.6 */ ClutterUnit clutter_actor_get_depthu (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1); return self->priv->z; } /** * clutter_actor_set_rotationu: * @self: a #ClutterActor * @axis: the axis of rotation * @angle: the angle of rotation * @x: X coordinate of the rotation center, in #ClutterUnits * @y: Y coordinate of the rotation center, in #ClutterUnits * @z: Z coordinate of the rotation center, in #ClutterUnits * * Sets the rotation angle of @self around the given axis. * * This function is the units based variant of clutter_actor_set_rotation(). * * Since: 0.8 */ void clutter_actor_set_rotationu (ClutterActor *self, ClutterRotateAxis axis, gdouble angle, ClutterUnit x, ClutterUnit y, ClutterUnit z) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_rotation_internal (self, axis, CLUTTER_FLOAT_TO_FIXED (angle), x, y, z); } /** * clutter_actor_set_rotationx: * @self: a #ClutterActor * @axis: the axis of rotation * @angle: the angle of rotation * @x: X coordinate of the rotation center * @y: Y coordinate of the rotation center * @z: Z coordinate of the rotation center * * Sets the rotation angle of @self around the given axis. * * This function is the fixed point variant of clutter_actor_set_rotation(). * * Since: 0.6 */ void clutter_actor_set_rotationx (ClutterActor *self, ClutterRotateAxis axis, ClutterFixed angle, gint x, gint y, gint z) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_rotation_internal (self, axis, angle, CLUTTER_UNITS_FROM_DEVICE (x), CLUTTER_UNITS_FROM_DEVICE (y), CLUTTER_UNITS_FROM_DEVICE (z)); } /** * clutter_actor_set_rotation: * @self: a #ClutterActor * @axis: the axis of rotation * @angle: the angle of rotation * @x: X coordinate of the rotation center * @y: Y coordinate of the rotation center * @z: Z coordinate of the rotation center * * Sets the rotation angle of @self around the given axis. * * The rotation center coordinates used depend on the value of @axis: * * %CLUTTER_X_AXIS requires @y and @z * %CLUTTER_Y_AXIS requires @x and @z * %CLUTTER_Z_AXIS requires @x and @y * * * The rotation coordinates are relative to the anchor point of the * actor, set using clutter_actor_set_anchor_point(). If no anchor * point is set, the upper left corner is assumed as the origin. * * Since: 0.6 */ void clutter_actor_set_rotation (ClutterActor *self, ClutterRotateAxis axis, gdouble angle, gint x, gint y, gint z) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_rotationx (self, axis, CLUTTER_FLOAT_TO_FIXED (angle), x, y, z); } /** * clutter_actor_get_rotationu: * @self: a #ClutterActor * @axis: the axis of rotation * @x: return value for the X coordinate of the center of rotation, * in #ClutterUnits * @y: return value for the Y coordinate of the center of rotation, * in #ClutterUnits * @z: return value for the Z coordinate of the center of rotation, * in #ClutterUnits * * Retrieves the angle and center of rotation on the given axis, * set using clutter_actor_set_rotation(). * * This function is the units based variant of clutter_actor_get_rotation(). * * Return value: the angle of rotation * * Since: 0.8 */ gdouble clutter_actor_get_rotationu (ClutterActor *self, ClutterRotateAxis axis, ClutterUnit *x, ClutterUnit *y, ClutterUnit *z) { ClutterActorPrivate *priv; gdouble retval = 0; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); priv = self->priv; switch (axis) { case CLUTTER_X_AXIS: retval = CLUTTER_FIXED_TO_DOUBLE (priv->rxang); if (y) *y = priv->rxy; if (z) *z = priv->rxz; break; case CLUTTER_Y_AXIS: retval = CLUTTER_FIXED_TO_DOUBLE (priv->ryang); if (x) *x = priv->ryx; if (z) *z = priv->ryz; break; case CLUTTER_Z_AXIS: retval = CLUTTER_FIXED_TO_DOUBLE (priv->rzang); if (x) *x = priv->rzx; if (y) *y = priv->rzy; break; } return retval; } /** * clutter_actor_get_rotationx: * @self: a #ClutterActor * @axis: the axis of rotation * @x: return value for the X coordinate of the center of rotation * @y: return value for the Y coordinate of the center of rotation * @z: return value for the Z coordinate of the center of rotation * * Retrieves the angle and center of rotation on the given axis, * set using clutter_actor_set_rotation(). * * This function is the fixed point variant of clutter_actor_get_rotation(). * * Return value: the angle of rotation as a fixed point value. * * Since: 0.6 */ ClutterFixed clutter_actor_get_rotationx (ClutterActor *self, ClutterRotateAxis axis, gint *x, gint *y, gint *z) { ClutterActorPrivate *priv; ClutterFixed retval = 0; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); priv = self->priv; switch (axis) { case CLUTTER_X_AXIS: retval = priv->rxang; if (y) *y = CLUTTER_UNITS_TO_DEVICE (priv->rxy); if (z) *z = CLUTTER_UNITS_TO_DEVICE (priv->rxz); break; case CLUTTER_Y_AXIS: retval = priv->ryang; if (x) *x = CLUTTER_UNITS_TO_DEVICE (priv->ryx); if (z) *z = CLUTTER_UNITS_TO_DEVICE (priv->ryz); break; case CLUTTER_Z_AXIS: retval = priv->rzang; if (x) *x = CLUTTER_UNITS_TO_DEVICE (priv->rzx); if (y) *y = CLUTTER_UNITS_TO_DEVICE (priv->rzy); break; } return retval; } /** * clutter_actor_get_rotation: * @self: a #ClutterActor * @axis: the axis of rotation * @x: return value for the X coordinate of the center of rotation * @y: return value for the Y coordinate of the center of rotation * @z: return value for the Z coordinate of the center of rotation * * Retrieves the angle and center of rotation on the given axis, * set using clutter_actor_set_angle(). * * The coordinates of the center returned by this function depend on * the axis passed. * * Return value: the angle of rotation. * * Since: 0.6 */ gdouble clutter_actor_get_rotation (ClutterActor *self, ClutterRotateAxis axis, gint *x, gint *y, gint *z) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0); return CLUTTER_FIXED_TO_FLOAT (clutter_actor_get_rotationx (self, axis, x, y, z)); } /** * clutter_actor_set_clipu: * @self: A #ClutterActor * @xoff: X offset of the clip rectangle, in #ClutterUnits * @yoff: Y offset of the clip rectangle, in #ClutterUnits * @width: Width of the clip rectangle, in #ClutterUnits * @height: Height of the clip rectangle, in #ClutterUnits * * Unit-based variant of clutter_actor_set_clip() * * Sets clip area for @self. The clip area is always computed from the * upper left corner of the actor, even if the anchor point is set * otherwise. * * Since: 0.6 */ void clutter_actor_set_clipu (ClutterActor *self, ClutterUnit xoff, ClutterUnit yoff, ClutterUnit width, ClutterUnit height) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; priv->clip[0] = xoff; priv->clip[1] = yoff; priv->clip[2] = width; priv->clip[3] = height; priv->has_clip = TRUE; g_object_notify (G_OBJECT (self), "has-clip"); g_object_notify (G_OBJECT (self), "clip"); } /** * clutter_actor_set_clip: * @self: A #ClutterActor * @xoff: X offset of the clip rectangle, in pixels * @yoff: Y offset of the clip rectangle, in pixels * @width: Width of the clip rectangle, in pixels * @height: Height of the clip rectangle, in pixels * * Sets clip area in pixels for @self. The clip area is always computed * from the upper left corner of the actor, even if the anchor point is * set otherwise. */ void clutter_actor_set_clip (ClutterActor *self, gint xoff, gint yoff, gint width, gint height) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_clipu (self, CLUTTER_UNITS_FROM_DEVICE (xoff), CLUTTER_UNITS_FROM_DEVICE (yoff), CLUTTER_UNITS_FROM_DEVICE (width), CLUTTER_UNITS_FROM_DEVICE (height)); } /** * 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 * * Determines whether the actor has a clip area set or not. * * Return value: %TRUE if the actor has a clip area 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_get_clipu: * @self: a #ClutterActor * @xoff: return location for the X offset of the clip rectangle, or %NULL * @yoff: return location for the Y offset of the clip rectangle, or %NULL * @width: return location for the width of the clip rectangle, or %NULL * @height: return location for the height of the clip rectangle, or %NULL * * Unit-based variant of clutter_actor_get_clip(). * * Gets the clip area for @self, in #ClutterUnits. * * Since: 0.6 */ void clutter_actor_get_clipu (ClutterActor *self, ClutterUnit *xoff, ClutterUnit *yoff, ClutterUnit *width, ClutterUnit *height) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (!priv->has_clip) return; if (xoff) *xoff = priv->clip[0]; if (yoff) *yoff = priv->clip[1]; if (width) *width = priv->clip[2]; if (height) *height = priv->clip[3]; } /** * clutter_actor_get_clip: * @self: a #ClutterActor * @xoff: return location for the X offset of the clip rectangle, or %NULL * @yoff: return location for the Y offset of the clip rectangle, or %NULL * @width: return location for the width of the clip rectangle, or %NULL * @height: return location for the height of the clip rectangle, or %NULL * * Gets the clip area for @self, in pixels. * * Since: 0.6 */ void clutter_actor_get_clip (ClutterActor *self, gint *xoff, gint *yoff, gint *width, gint *height) { struct clipu { ClutterUnit x, y, width, height; } c = { 0, }; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_get_clipu (self, &c.x, &c.y, &c.width, &c.height); if (xoff) *xoff = CLUTTER_UNITS_TO_DEVICE (c.x); if (yoff) *yoff = CLUTTER_UNITS_TO_DEVICE (c.y); if (width) *width = CLUTTER_UNITS_TO_DEVICE (c.width); if (height) *height = CLUTTER_UNITS_TO_DEVICE (c.height); } /** * 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, but by custom * 'composite' actor subclasses. */ void clutter_actor_set_parent (ClutterActor *self, ClutterActor *parent) { ClutterMainContext *clutter_context; clutter_context = clutter_context_get_default (); g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (CLUTTER_IS_ACTOR (parent)); g_return_if_fail (self != parent); g_return_if_fail (clutter_context != NULL); 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 (self->priv->show_on_set_parent == TRUE) clutter_actor_show (self); /* FIXME: below likely not needed */ 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 if no parent is set */ 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 container actors, to dissociate a child from the * container. * * Since: 0.1.1 */ void clutter_actor_unparent (ClutterActor *self) { ClutterActor *old_parent; ClutterMainContext *clutter_context; clutter_context = clutter_context_get_default (); g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (clutter_context != NULL); 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_actor_unparent() * and clutter_actor_set_parent(). * * Since: 0.2 */ void clutter_actor_reparent (ClutterActor *self, ClutterActor *new_parent) { ClutterActorPrivate *priv; 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; } priv = self->priv; if (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 = priv->parent_actor; g_object_ref (self); /* FIXME: below assumes only containers can reparent */ if (CLUTTER_IS_CONTAINER (priv->parent_actor)) clutter_container_remove_actor (CLUTTER_CONTAINER (priv->parent_actor), self); else priv->parent_actor = NULL; if (CLUTTER_IS_CONTAINER (new_parent)) clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self); else priv->parent_actor = new_parent; 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 container", 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 " "container of actor of type %s", g_type_name (G_OBJECT_TYPE (self)), g_type_name (G_OBJECT_TYPE (below))); return; } } clutter_container_raise_child (CLUTTER_CONTAINER (parent), self, below); if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * 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 container", 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 " "container of actor of type %s", g_type_name (G_OBJECT_TYPE (self)), g_type_name (G_OBJECT_TYPE (above))); return; } } clutter_container_lower_child (CLUTTER_CONTAINER (parent), self, above); if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * 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); } /* * Event handling */ /** * clutter_actor_event: * @actor: a #ClutterActor * @event: a #ClutterEvent * @capture: TRUE if event in in capture phase, FALSE otherwise. * * This function is used to emit an event on the main stage. * You should rarely need to use this function, except for * synthetising events. * * Return value: the return value from the signal emission: %TRUE * if the actor handled the event, or %FALSE if the event was * not handled * * Since: 0.6 */ gboolean clutter_actor_event (ClutterActor *actor, ClutterEvent *event, gboolean capture) { gboolean retval = FALSE; gint signal_num = -1; g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE); g_return_val_if_fail (event != NULL, FALSE); g_object_ref (actor); if (capture) { g_signal_emit (actor, actor_signals[CAPTURED_EVENT], 0, event, &retval); goto out; } g_signal_emit (actor, actor_signals[EVENT], 0, event, &retval); if (!retval) { switch (event->type) { case CLUTTER_NOTHING: break; case CLUTTER_BUTTON_PRESS: signal_num = BUTTON_PRESS_EVENT; break; case CLUTTER_BUTTON_RELEASE: signal_num = BUTTON_RELEASE_EVENT; break; case CLUTTER_SCROLL: signal_num = SCROLL_EVENT; break; case CLUTTER_KEY_PRESS: signal_num = KEY_PRESS_EVENT; break; case CLUTTER_KEY_RELEASE: signal_num = KEY_RELEASE_EVENT; break; case CLUTTER_MOTION: signal_num = MOTION_EVENT; break; case CLUTTER_ENTER: signal_num = ENTER_EVENT; break; case CLUTTER_LEAVE: signal_num = LEAVE_EVENT; break; case CLUTTER_DELETE: case CLUTTER_DESTROY_NOTIFY: case CLUTTER_CLIENT_MESSAGE: default: signal_num = -1; break; } if (signal_num != -1) g_signal_emit (actor, actor_signals[signal_num], 0, event, &retval); } out: g_object_unref (actor); return retval; } /** * clutter_actor_set_reactive: * @actor: a #ClutterActor * @reactive: whether the actor should be reactive to events * * Sets @actor as reactive. Reactive actors will receive events. * * Since: 0.6 */ void clutter_actor_set_reactive (ClutterActor *actor, gboolean reactive) { g_return_if_fail (CLUTTER_IS_ACTOR (actor)); if (reactive == CLUTTER_ACTOR_IS_REACTIVE (actor)) return; if (reactive) CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE); else CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REACTIVE); g_object_notify (G_OBJECT (actor), "reactive"); } /** * clutter_actor_get_reactive: * @actor: a #ClutterActor * * Checks whether @actor is marked as reactive. * * Return value: %TRUE if the actor is reactive * * Since: 0.6 */ gboolean clutter_actor_get_reactive (ClutterActor *actor) { g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE); return CLUTTER_ACTOR_IS_REACTIVE (actor); } /** * clutter_actor_set_anchor_point: * @self: a #ClutterActor * @anchor_x: X coordinate of the anchor point * @anchor_y: Y coordinate of the anchor point * * Sets an anchor point for the @actor. The anchor point is a point in the * coordinate space of an actor to which the actor position within its * parent is relative; the default is (0, 0), i.e. the top-left corner of * the actor. * * Since: 0.6 */ void clutter_actor_set_anchor_point (ClutterActor *self, gint anchor_x, gint anchor_y) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_set_anchor_pointu (self, CLUTTER_UNITS_FROM_DEVICE (anchor_x), CLUTTER_UNITS_FROM_DEVICE (anchor_y)); } /** * clutter_actor_move_anchor_point: * @self: a #ClutterActor * @anchor_x: X coordinate of the anchor point * @anchor_y: Y coordinate of the anchor point * * Sets an anchor point for the @actor, and adjusts the actor postion so * that the relative position of the actor toward its parent remains the * same. * * Since: 0.6 */ void clutter_actor_move_anchor_point (ClutterActor *self, gint anchor_x, gint anchor_y) { ClutterActorPrivate *priv; ClutterUnit ax = CLUTTER_UNITS_FROM_DEVICE (anchor_x); ClutterUnit ay = CLUTTER_UNITS_FROM_DEVICE (anchor_y); ClutterUnit dx; ClutterUnit dy; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; dx = priv->anchor_x - ax; dy = priv->anchor_y - ay; priv->anchor_x = ax; priv->anchor_y = ay; priv->coords.x1 -= dx; priv->coords.x2 -= dx; priv->coords.y1 -= dy; priv->coords.y2 -= dy; } /** * clutter_actor_get_anchor_point: * @self: a #ClutterActor * @anchor_x: return location for the X coordinate of the anchor point * @anchor_y: return location for the y coordinate of the anchor point * * Gets the current anchor point of the @actor in pixels. * * Since: 0.6 */ void clutter_actor_get_anchor_point (ClutterActor *self, gint *anchor_x, gint *anchor_y) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (anchor_x) *anchor_x = CLUTTER_UNITS_TO_DEVICE (priv->anchor_x); if (anchor_y) *anchor_y = CLUTTER_UNITS_TO_DEVICE (priv->anchor_y); } /** * clutter_actor_set_anchor_pointu: * @self: a #ClutterActor * @anchor_x: X coordinate of the anchor point, in #ClutterUnits * @anchor_y: Y coordinate of the anchor point, in #ClutterUnits * * Sets an anchor point for @self. The anchor point is a point in the * coordinate space of an actor to which the actor position within its * parent is relative; the default is (0, 0), i.e. the top-left corner * of the actor. * * Since: 0.6 */ void clutter_actor_set_anchor_pointu (ClutterActor *self, ClutterUnit anchor_x, ClutterUnit anchor_y) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; g_object_freeze_notify (G_OBJECT (self)); if (priv->anchor_x != anchor_x) { priv->anchor_x = anchor_x; g_object_notify (G_OBJECT (self), "anchor-x"); } if (priv->anchor_y != anchor_y) { priv->anchor_y = anchor_y; g_object_notify (G_OBJECT (self), "anchor-y"); } g_object_thaw_notify (G_OBJECT (self)); } /** * clutter_actor_move_anchor_pointu: * @self: a #ClutterActor * @anchor_x: X coordinate of the anchor point * @anchor_y: Y coordinate of the anchor point * * Sets an anchor point for the actor, and adjusts the actor postion so that * the relative position of the actor toward its parent remains the same. * * Since: 0.6 */ void clutter_actor_move_anchor_pointu (ClutterActor *self, ClutterUnit anchor_x, ClutterUnit anchor_y) { ClutterActorPrivate *priv; ClutterUnit dx; ClutterUnit dy; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; dx = anchor_x - priv->anchor_x; dy = anchor_y - priv->anchor_y; priv->anchor_x = anchor_x; priv->anchor_y = anchor_y; priv->coords.x1 -= dx; priv->coords.x2 -= dx; priv->coords.y1 -= dy; priv->coords.y2 -= dy; } /** * clutter_actor_get_anchor_pointu: * @self: a #ClutterActor * @anchor_x: return location for the X coordinace of the anchor point * @anchor_y: return location for the X coordinace of the anchor point * * Gets the current anchor point of the @actor in #ClutterUnits. * * Since: 0.6 */ void clutter_actor_get_anchor_pointu (ClutterActor *self, ClutterUnit *anchor_x, ClutterUnit *anchor_y) { ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; if (anchor_x) *anchor_x = priv->anchor_x; if (anchor_y) *anchor_y = priv->anchor_y; } /** * clutter_actor_move_anchor_point_from_gravity: * @self: a #ClutterActor * @gravity: #ClutterGravity. * * Sets an anchor point on the actor based on the given gravity, adjusting the * actor postion so that its relative position within its parent remains * unchanged. * * Since: 0.6 */ void clutter_actor_move_anchor_point_from_gravity (ClutterActor *self, ClutterGravity gravity) { ClutterUnit ax, ay, dx, dy; ClutterActorPrivate *priv; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; ax = priv->anchor_x; ay = priv->anchor_y; clutter_actor_set_anchor_point_from_gravity (self, gravity); dx = ax - priv->anchor_x; dy = ay - priv->anchor_y; priv->coords.x1 -= dx; priv->coords.x2 -= dx; priv->coords.y1 -= dy; priv->coords.y2 -= dy; } /** * clutter_actor_set_anchor_point_from_gravity: * @self: a #ClutterActor * @gravity: #ClutterGravity. * * Sets an anchor point on the actor, based on the given gravity (this is a * convenience function wrapping clutter_actor_set_anchor_point()). * * Since: 0.6 */ void clutter_actor_set_anchor_point_from_gravity (ClutterActor *self, ClutterGravity gravity) { ClutterActorPrivate *priv; ClutterActorBox box; ClutterUnit w, h, x, y; g_return_if_fail (CLUTTER_IS_ACTOR (self)); priv = self->priv; clutter_actor_query_coords (self, &box); x = 0; y = 0; w = box.x2 - box.x1; h = box.y2 - box.y1; switch (gravity) { case CLUTTER_GRAVITY_NORTH: x = w / 2; break; case CLUTTER_GRAVITY_SOUTH: x = w / 2; y = h; break; case CLUTTER_GRAVITY_EAST: x = w; y = h / 2; break; case CLUTTER_GRAVITY_NORTH_EAST: x = w; break; case CLUTTER_GRAVITY_SOUTH_EAST: x = w; y = h; break; case CLUTTER_GRAVITY_SOUTH_WEST: y = h; break; case CLUTTER_GRAVITY_WEST: y = h / 2; break; case CLUTTER_GRAVITY_CENTER: x = w / 2; y = h / 2; break; case CLUTTER_GRAVITY_NONE: case CLUTTER_GRAVITY_NORTH_WEST: break; } clutter_actor_set_anchor_pointu (self, x, y); } typedef enum { PARSE_X, PARSE_Y, PARSE_WIDTH, PARSE_HEIGHT, PARSE_ANCHOR_X, PARSE_ANCHOR_Y } ParseDimension; static ClutterUnit parse_units (ClutterActor *self, ParseDimension dimension, JsonNode *node) { GValue value = { 0, }; ClutterUnit retval = 0; if (JSON_NODE_TYPE (node) != JSON_NODE_VALUE) return 0; json_node_get_value (node, &value); if (G_VALUE_HOLDS (&value, G_TYPE_INT)) { gint pixels = g_value_get_int (&value); retval = CLUTTER_UNITS_FROM_DEVICE (pixels); } else if (G_VALUE_HOLDS (&value, G_TYPE_STRING)) { gint64 val; gchar *end; val = g_ascii_strtoll (g_value_get_string (&value), &end, 10); /* skip whitespace */ while (g_ascii_isspace (*end)) end++; /* assume pixels */ if (*end == '\0') { retval = CLUTTER_UNITS_FROM_DEVICE (val); goto out; } if (strcmp (end, "px") == 0) { retval = CLUTTER_UNITS_FROM_DEVICE (val); goto out; } if (strcmp (end, "mm") == 0) { retval = CLUTTER_UNITS_FROM_MM (val); goto out; } if (strcmp (end, "pt") == 0) { retval = CLUTTER_UNITS_FROM_POINTS (val); goto out; } if (end[0] == '%' && end[1] == '\0') { if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) { g_warning ("Unable to set percentage of %s on a top-level " "actor of type `%s'", (dimension == PARSE_X || dimension == PARSE_WIDTH || dimension == PARSE_ANCHOR_X) ? "width" : "height", g_type_name (G_OBJECT_TYPE (self))); retval = 0; goto out; } if (dimension == PARSE_X || dimension == PARSE_WIDTH || dimension == PARSE_ANCHOR_X) retval = CLUTTER_UNITS_FROM_STAGE_WIDTH_PERCENTAGE (val); else retval = CLUTTER_UNITS_FROM_STAGE_HEIGHT_PERCENTAGE (val); goto out; } g_warning ("Invalid value `%s': integers, strings or floating point " "values can be used for the x, y, width and height " "properties. Valid modifiers for strings are `px', 'mm' " "and '%%'.", g_value_get_string (&value)); retval = 0; } else if (G_VALUE_HOLDS (&value, G_TYPE_DOUBLE)) { gint val; if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) { g_warning ("Unable to set percentage of %s on a top-level " "actor of type `%s'", (dimension == PARSE_X || dimension == PARSE_WIDTH) ? "width" : "height", g_type_name (G_OBJECT_TYPE (self))); retval = 0; goto out; } val = CLAMP (g_value_get_double (&value) * 100, 0, 100); if (dimension == PARSE_X || dimension == PARSE_WIDTH || dimension == PARSE_ANCHOR_X) retval = CLUTTER_UNITS_FROM_STAGE_WIDTH_PERCENTAGE (val); else retval = CLUTTER_UNITS_FROM_STAGE_HEIGHT_PERCENTAGE (val); } else { g_warning ("Invalid value of type `%s': integers, strings of floating " "point values can be used for the x, y, width, height " "anchor-x and anchor-y properties.", g_type_name (G_VALUE_TYPE (&value))); } out: g_value_unset (&value); return retval; } typedef struct { ClutterRotateAxis axis; ClutterFixed angle; ClutterUnit center_x; ClutterUnit center_y; ClutterUnit center_z; } RotationInfo; static inline gboolean parse_rotation_array (ClutterActor *actor, JsonArray *array, RotationInfo *info) { JsonNode *element; if (json_array_get_length (array) != 2) return FALSE; /* angle */ element = json_array_get_element (array, 0); if (JSON_NODE_TYPE (element) == JSON_NODE_VALUE) info->angle = CLUTTER_FLOAT_TO_FIXED (json_node_get_double (element)); else return FALSE; /* center */ element = json_array_get_element (array, 1); if (JSON_NODE_TYPE (element) == JSON_NODE_ARRAY) { JsonArray *center = json_node_get_array (element); if (json_array_get_length (center) != 2) return FALSE; switch (info->axis) { case CLUTTER_X_AXIS: info->center_y = parse_units (actor, PARSE_Y, json_array_get_element (center, 0)); info->center_z = parse_units (actor, PARSE_Y, json_array_get_element (center, 1)); return TRUE; case CLUTTER_Y_AXIS: info->center_x = parse_units (actor, PARSE_X, json_array_get_element (center, 0)); info->center_z = parse_units (actor, PARSE_X, json_array_get_element (center, 1)); return TRUE; case CLUTTER_Z_AXIS: info->center_x = parse_units (actor, PARSE_X, json_array_get_element (center, 0)); info->center_y = parse_units (actor, PARSE_Y, json_array_get_element (center, 1)); return TRUE; } } return FALSE; } static gboolean parse_rotation (ClutterActor *actor, JsonNode *node, RotationInfo *info) { JsonArray *array; guint len, i; gboolean retval = FALSE; if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY) { g_warning ("Invalid node of type `%s' found, expecting an array", json_node_type_name (node)); return FALSE; } array = json_node_get_array (node); len = json_array_get_length (array); for (i = 0; i < len; i++) { JsonNode *element = json_array_get_element (array, i); JsonObject *object; JsonNode *member; if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT) { g_warning ("Invalid node of type `%s' found, expecting an object", json_node_type_name (element)); return FALSE; } object = json_node_get_object (element); if (json_object_has_member (object, "x-axis")) { member = json_object_get_member (object, "x-axis"); info->axis = CLUTTER_X_AXIS; if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE) { info->angle = json_node_get_double (member); retval = TRUE; } else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY) retval = parse_rotation_array (actor, json_node_get_array (member), info); else retval = FALSE; } else if (json_object_has_member (object, "y-axis")) { member = json_object_get_member (object, "y-axis"); info->axis = CLUTTER_Y_AXIS; if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE) { info->angle = json_node_get_double (member); retval = TRUE; } else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY) retval = parse_rotation_array (actor, json_node_get_array (member), info); else retval = FALSE; } else if (json_object_has_member (object, "z-axis")) { member = json_object_get_member (object, "z-axis"); info->axis = CLUTTER_Z_AXIS; if (JSON_NODE_TYPE (member) == JSON_NODE_VALUE) { info->angle = json_node_get_double (member); retval = TRUE; } else if (JSON_NODE_TYPE (member) == JSON_NODE_ARRAY) retval = parse_rotation_array (actor, json_node_get_array (member), info); else retval = FALSE; } } return retval; } static gboolean clutter_actor_parse_custom_node (ClutterScriptable *scriptable, ClutterScript *script, GValue *value, const gchar *name, JsonNode *node) { ClutterActor *actor = CLUTTER_ACTOR (scriptable); gboolean retval = FALSE; if ((name[0] == 'x' && name[1] == '\0') || (name[0] == 'y' && name[1] == '\0') || (strcmp (name, "width") == 0) || (strcmp (name, "height") == 0) || (strcmp (name, "anchor_x") == 0) || (strcmp (name, "anchor_y") == 0)) { ClutterUnit units; ParseDimension dimension; if (name[0] == 'x') dimension = PARSE_X; else if (name[0] == 'y') dimension = PARSE_Y; else if (name[0] == 'w') dimension = PARSE_WIDTH; else if (name[0] == 'h') dimension = PARSE_HEIGHT; else if (name[0] == 'a' && name[7] == 'x') dimension = PARSE_ANCHOR_X; else if (name[0] == 'a' && name[7] == 'y') dimension = PARSE_ANCHOR_Y; else return FALSE; units = parse_units (actor, dimension, node); /* convert back to pixels: all properties are pixel-based */ g_value_init (value, G_TYPE_INT); g_value_set_int (value, CLUTTER_UNITS_TO_DEVICE (units)); retval = TRUE; } else if (strcmp (name, "rotation") == 0) { RotationInfo *info; info = g_slice_new0 (RotationInfo); retval = parse_rotation (actor, node, info); if (retval) { g_value_init (value, G_TYPE_POINTER); g_value_set_pointer (value, info); } else g_slice_free (RotationInfo, info); } return retval; } static void clutter_actor_set_custom_property (ClutterScriptable *scriptable, ClutterScript *script, const gchar *name, const GValue *value) { CLUTTER_NOTE (SCRIPT, "in ClutterActor::set_custom_property('%s')", name); if (strcmp (name, "rotation") == 0) { RotationInfo *info; if (!G_VALUE_HOLDS (value, G_TYPE_POINTER)) return; info = g_value_get_pointer (value); clutter_actor_set_rotation_internal (CLUTTER_ACTOR (scriptable), info->axis, info->angle, info->center_x, info->center_y, info->center_z); g_slice_free (RotationInfo, info); } else g_object_set_property (G_OBJECT (scriptable), name, value); } static void clutter_scriptable_iface_init (ClutterScriptableIface *iface) { iface->parse_custom_node = clutter_actor_parse_custom_node; iface->set_custom_property = clutter_actor_set_custom_property; } /** * clutter_actor_transform_stage_point * @self: A #ClutterActor * @x: x screen coordinate of the point to unproject, in #ClutterUnits * @y: y screen coordinate of the point to unproject, in #ClutterUnits * @x_out: return location for the unprojected x coordinance, in * #ClutterUnits * @y_out: return location for the unprojected y coordinance, in * #ClutterUnits * * This function translates screen coordinates (@x, @y) to * coordinates relative to the actor. For example, it can be used to translate * screen events from global screen coordinates into actor-local coordinates. * * The conversion can fail, notably if the transform stack results in the * actor being projected on the screen as a mere line. * * The conversion should not be expected to be pixel-perfect due to the * nature of the operation. In general the error grows when the skewing * of the actor rectangle on screen increases. * * Note: This function is fairly computationally intensive. * * Return value: %TRUE if conversion was successful. * * Since: 0.6 */ gboolean clutter_actor_transform_stage_point (ClutterActor *self, ClutterUnit x, ClutterUnit y, ClutterUnit *x_out, ClutterUnit *y_out) { ClutterVertex v[4]; ClutterFixed ST[3][3]; ClutterFixed RQ[3][3]; int du, dv, xi, yi; ClutterFixed xf, yf, wf, px, py, det; ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); priv = self->priv; /* * This implementation is based on the quad -> quad projection algorithm * described by Paul Heckbert in * * http://www.cs.cmu.edu/~ph/texfund/texfund.pdf * * and the sample implementaion at http://www.cs.cmu.edu/~ph/src/texfund/. * * Our texture is a rectangle with origin [0,0], so we are mapping from quad * to rectangle only, which significantly simplifies things; the function * calls have been unrolled, and most of the math is done in fixed point. */ clutter_actor_get_vertices (self, v); /* * Keeping these as ints simplifies the multiplication (no significant loss * of precission here). */ du = CLUTTER_UNITS_TO_DEVICE (priv->coords.x2 - priv->coords.x1); dv = CLUTTER_UNITS_TO_DEVICE (priv->coords.y2 - priv->coords.y1); if (!du || !dv) return FALSE; #define FP2FX CLUTTER_FLOAT_TO_FIXED #define FX2FP CLUTTER_FIXED_TO_DOUBLE #define FP2INT CLUTTER_FLOAT_TO_INT #define DET2X(a,b, c,d) (CFX_QMUL(a,d) - CFX_QMUL(b,c)) #define DET2FP(a,b, c,d) (a*d - b*c) /* * First, find mapping from unit uv square to xy quadrilateral; this * equivalent to the pmap_square_quad() functions in the sample * implementation, which we can simplify, since our target is always * a rectangle. */ px = v[0].x - v[1].x + v[3].x - v[2].x; py = v[0].y - v[1].y + v[3].y - v[2].y; if (!px && !py) { /* affine transform */ RQ[0][0] = v[1].x - v[0].x; RQ[1][0] = v[3].x - v[1].x; RQ[2][0] = v[0].x; RQ[0][1] = v[1].y - v[0].y; RQ[1][1] = v[3].y - v[1].y; RQ[2][1] = v[0].y; RQ[0][2] = 0; RQ[1][2] = 0; RQ[2][2] = CFX_ONE; } else { /* * projective transform * * Must do this in floating point, as the del value can overflow the * range of ClutterFixed for large actors. * * TODO -- see if we could do this with sufficient precision in 26.8 * fixed. */ double dx1, dx2, dy1, dy2, del; dx1 = FX2FP (v[1].x - v[3].x); dx2 = FX2FP (v[2].x - v[3].x); dy1 = FX2FP (v[1].y - v[3].y); dy2 = FX2FP (v[2].y - v[3].y); del = DET2FP (dx1,dx2, dy1,dy2); if (!del) return FALSE; /* * The division here needs to be done in floating point for * precisions reasons. */ RQ[0][2] = FP2FX (DET2FP (FX2FP(px),dx2, FX2FP(py),dy2) / del); RQ[1][2] = FP2FX (DET2FP (dx1,FX2FP(px), dy1,FX2FP(py)) / del); RQ[1][2] = FP2FX (DET2FP(dx1,FX2FP(px), dy1,FX2FP(py))/del); RQ[2][2] = CFX_ONE; RQ[0][0] = v[1].x - v[0].x + CFX_QMUL (RQ[0][2], v[1].x); RQ[1][0] = v[2].x - v[0].x + CFX_QMUL (RQ[1][2], v[2].x); RQ[2][0] = v[0].x; RQ[0][1] = v[1].y - v[0].y + CFX_QMUL (RQ[0][2], v[1].y); RQ[1][1] = v[2].y - v[0].y + CFX_QMUL (RQ[1][2], v[2].y); RQ[2][1] = v[0].y; } /* * Now combine with transform from our rectangle (u0,v0,u1,v1) to unit * square. Since our rectangle is based at 0,0 we only need to scale. */ RQ[0][0] /= du; RQ[1][0] /= dv; RQ[0][1] /= du; RQ[1][1] /= dv; RQ[0][2] /= du; RQ[1][2] /= dv; /* * Now RQ is transform from uv rectangle to xy quadrilateral; we need an * inverse of that. */ ST[0][0] = DET2X(RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]); ST[1][0] = DET2X(RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]); ST[2][0] = DET2X(RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]); ST[0][1] = DET2X(RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]); ST[1][1] = DET2X(RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]); ST[2][1] = DET2X(RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]); ST[0][2] = DET2X(RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]); ST[1][2] = DET2X(RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]); ST[2][2] = DET2X(RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]); /* * Check the resutling martix is OK. */ det = CFX_QMUL (RQ[0][0], ST[0][0]) + CFX_QMUL (RQ[0][1], ST[0][1]) + CFX_QMUL (RQ[0][2], ST[0][2]); if (!det) return FALSE; /* * Now transform our point with the ST matrix; the notional w coordiance * is 1, hence the last part is simply added. */ xi = CLUTTER_UNITS_TO_DEVICE (x); yi = CLUTTER_UNITS_TO_DEVICE (y); xf = xi*ST[0][0] + yi*ST[1][0] + ST[2][0]; yf = xi*ST[0][1] + yi*ST[1][1] + ST[2][1]; wf = xi*ST[0][2] + yi*ST[1][2] + ST[2][2]; /* * The division needs to be done in floating point for precision reasons. */ if (x_out) *x_out = CLUTTER_UNITS_FROM_FLOAT (FX2FP (xf) / FX2FP (wf)); if (y_out) *y_out = CLUTTER_UNITS_FROM_FLOAT (FX2FP (yf) / FX2FP (wf)); #undef FP2FX #undef FX2FP #undef FP2INT #undef DET2X return TRUE; } /* * ClutterGeometry */ static ClutterGeometry* clutter_geometry_copy (const ClutterGeometry *geometry) { return g_slice_dup (ClutterGeometry, geometry); } static void clutter_geometry_free (ClutterGeometry *geometry) { if (G_LIKELY (geometry)) g_slice_free (ClutterGeometry, geometry); } GType clutter_geometry_get_type (void) { static GType our_type = 0; if (G_UNLIKELY (our_type == 0)) our_type = g_boxed_type_register_static (I_("ClutterGeometry"), (GBoxedCopyFunc) clutter_geometry_copy, (GBoxedFreeFunc) clutter_geometry_free); return our_type; } /* * ClutterVertices */ static ClutterVertex * clutter_vertex_copy (const ClutterVertex *vertex) { return g_slice_dup (ClutterVertex, vertex); } static void clutter_vertex_free (ClutterVertex *vertex) { if (G_UNLIKELY (vertex)) g_slice_free (ClutterVertex, vertex); } GType clutter_vertex_get_type (void) { static GType our_type = 0; if (G_UNLIKELY (our_type == 0)) our_type = g_boxed_type_register_static (I_("ClutterVertex"), (GBoxedCopyFunc) clutter_vertex_copy, (GBoxedFreeFunc) clutter_vertex_free); return our_type; } /* * ClutterActorBox */ static ClutterActorBox * clutter_actor_box_copy (const ClutterActorBox *box) { return g_slice_dup (ClutterActorBox, box); } static void clutter_actor_box_free (ClutterActorBox *box) { if (G_LIKELY (box)) g_slice_free (ClutterActorBox, box); } GType clutter_actor_box_get_type (void) { static GType our_type = 0; if (G_UNLIKELY (our_type == 0)) our_type = g_boxed_type_register_static (I_("ClutterActorBox"), (GBoxedCopyFunc) clutter_actor_box_copy, (GBoxedFreeFunc) clutter_actor_box_free); return our_type; } /******************************************************************************/ typedef struct _BoxedFloat BoxedFloat; struct _BoxedFloat { gfloat value; }; static void boxed_float_free (gpointer data) { if (G_LIKELY (data)) g_slice_free (BoxedFloat, data); } struct _ShaderData { ClutterShader *shader; GHashTable *float1f_hash; /*< list of values that should be set * on the shader before each paint cycle */ }; static void destroy_shader_data (ClutterActor *self) { ClutterActorPrivate *actor_priv = self->priv; ShaderData *shader_data = actor_priv->shader_data; if (!shader_data) return; if (shader_data->shader) { g_object_unref (shader_data->shader); shader_data->shader = NULL; } if (shader_data->float1f_hash) { g_hash_table_destroy (shader_data->float1f_hash); shader_data->float1f_hash = NULL; } g_free (shader_data); actor_priv->shader_data = NULL; } /** * clutter_actor_get_shader: * @self: a #ClutterActor * * Queries the currently set #ClutterShader on @self. * * Return value: The currently set #ClutterShader or %NULL if no * shader is set. * * Since: 0.6 */ ClutterShader * clutter_actor_get_shader (ClutterActor *self) { ClutterActorPrivate *actor_priv; ShaderData *shader_data; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); actor_priv = self->priv; shader_data = actor_priv->shader_data; if (!shader_data) return NULL; return shader_data->shader; } /** * clutter_actor_set_shader: * @self: a #ClutterActor * @shader: a #ClutterShader or %NULL to unset the shader. * * Sets the #ClutterShader to be used when rendering @self. * If @shader is %NULL it will unset any currently set shader * for the actor. * * Return value: %TRUE if the shader was successfully applied * * Since: 0.6 */ gboolean clutter_actor_set_shader (ClutterActor *self, ClutterShader *shader) { ClutterActorPrivate *actor_priv; ShaderData *shader_data; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); g_return_val_if_fail (shader == NULL || CLUTTER_IS_SHADER (shader), FALSE); /* if shader passed in is NULL we destroy the shader */ if (shader == NULL) { destroy_shader_data (self); } actor_priv = self->priv; shader_data = actor_priv->shader_data; if (!shader_data) { actor_priv->shader_data = shader_data = g_new0 (ShaderData, 1); shader_data->float1f_hash = g_hash_table_new_full (g_str_hash, g_str_equal, g_free, boxed_float_free); } if (shader_data->shader) { g_object_unref (shader_data->shader); shader_data->shader = NULL; } if (shader) { shader_data->shader = g_object_ref (shader); } if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); return TRUE; } static void set_each_param (gpointer key, gpointer value, gpointer user_data) { ClutterShader *shader = CLUTTER_SHADER (user_data); BoxedFloat *box = value; clutter_shader_set_uniform_1f (shader, key, box->value); } static void clutter_actor_shader_pre_paint (ClutterActor *actor, gboolean repeat) { ClutterActorPrivate *priv; ShaderData *shader_data; ClutterShader *shader; ClutterMainContext *context; priv = actor->priv; shader_data = priv->shader_data; if (!shader_data) return; context = clutter_context_get_default (); shader = shader_data->shader; if (shader) { clutter_shader_set_is_enabled (shader, TRUE); g_hash_table_foreach (shader_data->float1f_hash, set_each_param, shader); if (!repeat) context->shaders = g_slist_prepend (context->shaders, actor); } } static void clutter_actor_shader_post_paint (ClutterActor *actor) { ClutterActorPrivate *priv; ShaderData *shader_data; ClutterShader *shader; ClutterMainContext *context; priv = actor->priv; shader_data = priv->shader_data; if (!shader_data) return; context = clutter_context_get_default (); shader = shader_data->shader; if (shader) { clutter_shader_set_is_enabled (shader, FALSE); context->shaders = g_slist_remove (context->shaders, actor); if (context->shaders) { /* call pre-paint again, this time with the second argument being * TRUE, indicating that we are reapplying the shader and thus * should not be prepended to the stack */ clutter_actor_shader_pre_paint (context->shaders->data, TRUE); } } } /** * clutter_actor_set_shader_param: * @self: a #ClutterActor * @param: the name of the parameter * @value: the value of the parameter * * Sets the value for a named parameter of the shader applied * to @actor. * * Since: 0.6 */ void clutter_actor_set_shader_param (ClutterActor *self, const gchar *param, gfloat value) { ClutterActorPrivate *priv; ShaderData *shader_data; BoxedFloat *box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (param != NULL); priv = self->priv; shader_data = priv->shader_data; if (!shader_data) return; box = g_slice_new (BoxedFloat); box->value = value; g_hash_table_insert (shader_data->float1f_hash, g_strdup (param), box); if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * clutter_actor_is_rotated: * @self: a #ClutterActor * * Checks whether any rotation is applied to the actor. * * Return value: %TRUE if the actor is rotated. * * Since: 0.6 */ gboolean clutter_actor_is_rotated (ClutterActor *self) { ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); priv = self->priv; if (priv->rxang || priv->ryang || priv->rzang) return TRUE; return FALSE; } /** * clutter_actor_is_scaled: * @self: a #ClutterActor * * Checks whether the actor is scaled in either dimension. * * Return value: %TRUE if the actor is scaled. * * Since: 0.6 */ gboolean clutter_actor_is_scaled (ClutterActor *self) { ClutterActorPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE); priv = self->priv; if (priv->scale_x != CFX_ONE || priv->scale_y != CFX_ONE) return TRUE; return FALSE; } /** * clutter_actor_box_get_from_vertices: * @vtx: array of four #ClutterVertex * @box: return location for a #ClutterActorBox * * Calculates the bounding box represented by the four vertices; for details * of the vertex array see clutter_actor_get_vertices(). * * Since: 0.6 */ void clutter_actor_get_box_from_vertices (ClutterVertex vtx[4], ClutterActorBox *box) { ClutterUnit x_1, x_2, y_1, y_2; /* 4-way min/max */ x_1 = vtx[0].x; y_1 = vtx[0].y; if (vtx[1].x < x_1) x_1 = vtx[1].x; if (vtx[2].x < x_1) x_1 = vtx[2].x; if (vtx[3].x < x_1) x_1 = vtx[3].x; if (vtx[1].y < y_1) y_1 = vtx[1].y; if (vtx[2].y < y_1) y_1 = vtx[2].y; if (vtx[3].y < y_1) y_1 = vtx[3].y; x_2 = vtx[0].x; y_2 = vtx[0].y; if (vtx[1].x > x_2) x_2 = vtx[1].x; if (vtx[2].x > x_2) x_2 = vtx[2].x; if (vtx[3].x > x_2) x_2 = vtx[3].x; if (vtx[1].y > y_2) y_2 = vtx[1].y; if (vtx[2].y > y_2) y_2 = vtx[2].y; if (vtx[3].y > y_2) y_2 = vtx[3].y; box->x1 = x_1; box->x2 = x_2; box->y1 = y_1; box->y2 = y_2; } /** * clutter_actor_get_stage: * @actor: a #ClutterActor * * Retrieves the #ClutterStage where @actor is contained. * * Return value: the stage containing the actor, or %NULL * * Since: 0.8 */ ClutterActor * clutter_actor_get_stage (ClutterActor *actor) { g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL); while (actor && !(CLUTTER_PRIVATE_FLAGS (actor) & CLUTTER_ACTOR_IS_TOPLEVEL)) actor = clutter_actor_get_parent (actor); return actor; }