/* * 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-actory * @short_description: Base abstract class for all visual stage actors. * * #ClutterActor is an blah blah */ #include "config.h" #include "clutter-actor.h" #include "clutter-main.h" #include "clutter-private.h" G_DEFINE_ABSTRACT_TYPE (ClutterActor, clutter_actor, G_TYPE_OBJECT); static guint32 __id = 0; #define CLUTTER_ACTOR_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate)) struct _ClutterActorPrivate { ClutterActorBox coords; ClutterGeometry clip; gboolean has_clip; ClutterActorTransform mirror_transform; gfloat rxang, ryang, rzang; /* Rotation foo. */ gint rzx, rzy, rxy, rxz, ryx, ryz; gint z; /* to actor box ? */ guint8 opacity; ClutterActor *parent_actor; /* This should always be a group */ gchar *name; guint32 id; /* Unique ID */ }; enum { PROP_0, PROP_X, PROP_Y, PROP_WIDTH, PROP_HEIGHT, /* PROP_CLIP FIXME: add */ PROP_OPACITY, PROP_NAME, }; static gboolean redraw_update_idle (gpointer data) { ClutterMainContext *ctx = CLUTTER_CONTEXT(); clutter_threads_enter(); if (ctx->update_idle) { g_source_remove (ctx->update_idle); ctx->update_idle = 0; } clutter_threads_leave(); clutter_redraw (); return FALSE; } /** * clutter_actor_show * @self: A #ClutterActor * * Flags a clutter actor to be displayed. An actor not shown will not * appear on the display. **/ void clutter_actor_show (ClutterActor *self) { ClutterActorClass *klass; if (CLUTTER_ACTOR_IS_VISIBLE (self)) return; if (!CLUTTER_ACTOR_IS_REALIZED (self)) clutter_actor_realize(self); CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED); klass = CLUTTER_ACTOR_GET_CLASS (self); if (klass->show) (klass->show) (self); if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * clutter_actor_hide * @self: A #ClutterActor * * Flags a clutter actor to be hidden. An actor not shown will not * appear on the display. **/ void clutter_actor_hide (ClutterActor *self) { ClutterActorClass *klass; if (!CLUTTER_ACTOR_IS_VISIBLE (self)) return; CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED); klass = CLUTTER_ACTOR_GET_CLASS (self); if (klass->hide) (klass->hide) (self); clutter_actor_queue_redraw (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_realize * @self: A #ClutterActor * * Frees up any underlying graphics resources needed by the actor to be * displayed. **/ void clutter_actor_unrealize (ClutterActor *self) { ClutterActorClass *klass; if (!CLUTTER_ACTOR_IS_REALIZED (self)) return; CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED); klass = CLUTTER_ACTOR_GET_CLASS (self); if (klass->unrealize) (klass->unrealize) (self); } /** * clutter_actor_paint: * @self: A #ClutterActor * * Renders the actor to display. * * This function should not be called directly by applications instead * #clutter_actor_queue_redraw should be used to queue paints. **/ void clutter_actor_paint (ClutterActor *self) { ClutterActorClass *klass; if (!CLUTTER_ACTOR_IS_REALIZED (self)) { CLUTTER_DBG("@@@ Attempting realize via paint() @@@"); clutter_actor_realize(self); if (!CLUTTER_ACTOR_IS_REALIZED (self)) { CLUTTER_DBG("*** Attempt failed, aborting paint ***"); return; } } klass = CLUTTER_ACTOR_GET_CLASS (self); if (self->priv->has_clip) { ClutterGeometry *clip = &(self->priv->clip); gint absx, absy; ClutterActor *stage = clutter_stage_get_default (); clutter_actor_get_abs_position (self, &absx, &absy); CLUTTER_DBG("clip +%i+%i, %ix%i\n", absx + clip->x, clutter_actor_get_height (stage) - (absy + clip->y) - clip->height, clip->width, clip->height); glEnable (GL_SCISSOR_TEST); glScissor (absx + clip->x, clutter_actor_get_height (stage) - (absy + clip->y) - clip->height, clip->width, clip->height); g_object_unref (stage); } glPushMatrix(); glLoadName (clutter_actor_get_id (self)); /* FIXME: Less clunky ? */ if (self->priv->rzang) { glTranslatef ( (float)(self->priv->coords.x1) + self->priv->rzx, (float)(self->priv->coords.y1) + self->priv->rzy, 0.0); glRotatef (self->priv->rzang, 0.0f, 0.0f, 1.0f); glTranslatef ( (-1.0 * self->priv->coords.x1) - self->priv->rzx, (-1.0 * self->priv->coords.y1) - self->priv->rzy, 0.0 ); } if (self->priv->ryang) { glTranslatef ( (float)(self->priv->coords.x1) + self->priv->ryx, 0.0, (float)(self->priv->z) + self->priv->ryz); glRotatef (self->priv->ryang, 0.0f, 1.0f, 0.0f); glTranslatef ( (float)(-1.0 * self->priv->coords.x1) - self->priv->ryx, 0.0, (float)(-1.0 * self->priv->z) - self->priv->ryz); } if (self->priv->rxang) { glTranslatef ( 0.0, (float)(self->priv->coords.x1) + self->priv->rxy, (float)(self->priv->z) + self->priv->rxz); glRotatef (self->priv->rxang, 1.0f, 0.0f, 0.0f); glTranslatef ( 0.0, (float)(-1.0 * self->priv->coords.x1) - self->priv->rxy, (float)(-1.0 * self->priv->z) - self->priv->rxz); } if (self->priv->z) glTranslatef ( 0.0, 0.0, (float)self->priv->z); if (klass->paint) (klass->paint) (self); glPopMatrix(); if (self->priv->has_clip) glDisable (GL_SCISSOR_TEST); } /** * clutter_actor_request_coords: * @self: A #ClutterActor * @box: A #ClutterActorBox with requested new co-ordinates. * * Requests new co-ordinates for the #ClutterActor ralative to any parent. * * This function should not be called directly by applications instead * the various position/geometry methods should be used. **/ void clutter_actor_request_coords (ClutterActor *self, ClutterActorBox *box) { ClutterActorClass *klass; gboolean x_change, y_change, width_change, height_change; klass = CLUTTER_ACTOR_GET_CLASS (self); /* FIXME: Kludgy see allocate co-ords */ if (klass->request_coords) klass->request_coords(self, box); x_change = (self->priv->coords.x1 != box->x1); y_change = (self->priv->coords.y1 != box->y1); width_change = (self->priv->coords.x2 - self->priv->coords.x1 != box->x2 - box->x1); height_change = (self->priv->coords.y2 - self->priv->coords.y1 != box->y2 - box->y1); self->priv->coords.x1 = box->x1; self->priv->coords.y1 = box->y1; self->priv->coords.x2 = box->x2; self->priv->coords.y2 = box->y2; if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); /* FIXME: Below really needed ? If so should add to other _set calls. */ if (x_change) g_object_notify (G_OBJECT (self), "x"); if (y_change) g_object_notify (G_OBJECT (self), "y"); if (width_change) g_object_notify (G_OBJECT (self), "width"); if (height_change) g_object_notify (G_OBJECT (self), "height"); } /** * clutter_actor_allocate_coords: * @self: A #ClutterActor * @box: A location to store the actors #ClutterActorBox co-ordinates * * Requests the allocated co-ordinates for the #ClutterActor relative * to any parent. * * This function should not be called directly by applications instead * the various position/geometry methods should be used. **/ void clutter_actor_allocate_coords (ClutterActor *self, ClutterActorBox *box) { ClutterActorClass *klass; klass = CLUTTER_ACTOR_GET_CLASS (self); box->x1 = self->priv->coords.x1; box->y1 = self->priv->coords.y1; box->x2 = self->priv->coords.x2; box->y2 = self->priv->coords.y2; if (klass->request_coords) { /* FIXME: This is kind of a cludge - we pass out *private* * co-ords down to any subclasses so they can modify * we then resync any changes. Needed for group class. * Need to figure out nicer way. */ klass->allocate_coords(self, box); self->priv->coords.x1 = box->x1; self->priv->coords.y1 = box->y1; self->priv->coords.x2 = box->x2; self->priv->coords.y2 = box->y2; } } static void clutter_actor_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterActor *actor; ClutterActorPrivate *priv; actor = CLUTTER_ACTOR(object); priv = actor->priv; switch (prop_id) { case PROP_X: clutter_actor_set_position (actor, g_value_get_int (value), clutter_actor_get_y (actor)); break; case PROP_Y: clutter_actor_set_position (actor, clutter_actor_get_x (actor), g_value_get_int (value)); break; case PROP_WIDTH: clutter_actor_set_size (actor, g_value_get_int (value), clutter_actor_get_height (actor)); break; case PROP_HEIGHT: clutter_actor_set_size (actor, clutter_actor_get_width (actor), g_value_get_int (value)); break; case PROP_OPACITY: clutter_actor_set_opacity (actor, g_value_get_uchar (value)); break; case PROP_NAME: clutter_actor_set_name (actor, g_value_get_string (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_actor_get_property (GObject *object, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterActor *actor; ClutterActorPrivate *priv; actor = CLUTTER_ACTOR(object); priv = actor->priv; switch (prop_id) { case PROP_X: g_value_set_int (value, clutter_actor_get_x (actor)); break; case PROP_Y: g_value_set_int (value, clutter_actor_get_y (actor)); break; case PROP_WIDTH: g_value_set_int (value, clutter_actor_get_width (actor)); break; case PROP_HEIGHT: g_value_set_int (value, clutter_actor_get_height (actor)); break; case PROP_OPACITY: g_value_set_uchar (value, priv->opacity); break; case PROP_NAME: g_value_set_string (value, priv->name); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_actor_dispose (GObject *object) { ClutterActor *self = CLUTTER_ACTOR(object); if (self->priv->parent_actor) { clutter_group_remove (CLUTTER_GROUP(self->priv->parent_actor), self); } G_OBJECT_CLASS (clutter_actor_parent_class)->dispose (object); } static void clutter_actor_finalize (GObject *object) { 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)); g_object_class_install_property (object_class, PROP_X, g_param_spec_int ("x", "X co-ord", "X co-ord of actor", 0, G_MAXINT, 0, G_PARAM_READWRITE)); g_object_class_install_property (object_class, PROP_Y, g_param_spec_int ("y", "Y co-ord", "Y co-ord of actor", 0, G_MAXINT, 0, G_PARAM_READWRITE)); g_object_class_install_property (object_class, PROP_WIDTH, g_param_spec_int ("width", "Width", "Width of actor in pixels", 0, G_MAXINT, 0, G_PARAM_READWRITE)); g_object_class_install_property (object_class, PROP_HEIGHT, g_param_spec_int ("height", "Height", "Height of actor in pixels", 0, G_MAXINT, 0, G_PARAM_READWRITE)); g_object_class_install_property (object_class, PROP_OPACITY, g_param_spec_uchar ("opacity", "Opacity", "Opacity of actor", 0, 0xff, 0xff, G_PARAM_CONSTRUCT | G_PARAM_READWRITE)); } static void clutter_actor_init (ClutterActor *self) { self->priv = CLUTTER_ACTOR_GET_PRIVATE (self); self->priv->parent_actor = NULL; self->priv->has_clip = FALSE; self->priv->opacity = 0xff; self->priv->id = __id++; clutter_actor_set_position (self, 0, 0); clutter_actor_set_size (self, 0, 0); } /** * clutter_actor_queue_redraw: * @self: A #ClutterActor * * Queues up a redraw of an actor and any children. The redraw occurs * once the main loop becomes idle (after the current batch of events * has been processed, roughly). * * Applications rarely need to call this as redraws are handled automatically * by modification functions. */ void clutter_actor_queue_redraw (ClutterActor *self) { ClutterMainContext *ctx = CLUTTER_CONTEXT(); clutter_threads_enter(); if (!ctx->update_idle) { ctx->update_idle = g_idle_add_full (-100 , /* very high priority */ redraw_update_idle, NULL, NULL); } clutter_threads_leave(); } /** * clutter_actor_set_geometry: * @self: A #ClutterActor * @geom: A #ClutterGeometry * * Sets the actors geometry in pixels relative to any parent actor. */ void clutter_actor_set_geometry (ClutterActor *self, ClutterGeometry *geom) { ClutterActorBox box; box.x1 = geom->x; box.y1 = geom->y; box.x2 = geom->x + geom->width; box.y2 = geom->y + geom->height; clutter_actor_request_coords (self, &box); } /** * clutter_actor_get_geometry: * @self: A #ClutterActor * @geom: A location to store actors #ClutterGeometry * * Gets the actors geometry in pixels relative to any parent actor. */ void clutter_actor_get_geometry (ClutterActor *self, ClutterGeometry *geom) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_allocate_coords (self, &box); geom->x = box.x1; geom->y = box.y1; geom->width = box.x2 - box.x1; geom->height = box.y2 - box.y1; } /** * clutter_actor_get_coords: * @self: A #ClutterActor * @x1: A location to store actors left position if non NULL. * @y1: A location to store actors top position if non NULL. * @x2: A location to store actors right position if non NULL. * @y2: A location to store actors bottom position if non NULL. * * Gets the actors bounding rectangle co-ordinates in pixels * relative to any parent actor. */ void clutter_actor_get_coords (ClutterActor *self, gint *x1, gint *y1, gint *x2, gint *y2) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_allocate_coords (self, &box); if (x1) *x1 = box.x1; if (y1) *y1 = box.y1; if (x2) *x2 = box.x2; if (y2) *y2 = box.y2; } /** * clutter_actor_set_position * @self: A #ClutterActor * @x: New left position of actor in pixels. * @y: New top position of actor in pixels. * * Sets the actors position in pixels relative to any * parent actor. */ void clutter_actor_set_position (ClutterActor *self, gint x, gint y) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_allocate_coords (self, &box); box.x2 += (x - box.x1); box.y2 += (y - box.y1); box.x1 = x; box.y1 = y; clutter_actor_request_coords (self, &box); } /** * clutter_actor_set_size * @self: A #ClutterActor * @width: New width of actor in pixels * @height: New height of actor in pixels * * Sets the actors position in pixels relative to any * parent actor. */ void clutter_actor_set_size (ClutterActor *self, gint width, gint height) { ClutterActorBox box; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_allocate_coords (self, &box); box.x2 = box.x1 + width; box.y2 = box.y1 + height; clutter_actor_request_coords (self, &box); } /** * clutter_actor_set_position * @self: A #ClutterActor * @x: Location to store x position if non NULL. * @y: Location to store y position if non NULL. * * Gets the absolute position of an actor in pixels relative * to the stage. */ void clutter_actor_get_abs_position (ClutterActor *self, gint *x, gint *y) { ClutterActorBox box; ClutterActor *parent; gint px = 0, py = 0; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clutter_actor_allocate_coords (self, &box); parent = self->priv->parent_actor; /* FIXME: must be nicer way to get 0,0 for stage ? */ if (parent && !CLUTTER_IS_STAGE (parent)) clutter_actor_get_abs_position (parent, &px, &py); if (x) *x = px + box.x1; if (y) *y = py + box.y1; } /** * clutter_actor_get_width * @self: A #ClutterActor * * Retrieves the actors width. * * Return value: The actor width in pixels **/ guint clutter_actor_get_width (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_allocate_coords (self, &box); return box.x2 - box.x1; } /** * clutter_actor_get_height * @self: A #ClutterActor * * Retrieves the actors height. * * Return value: The actor height in pixels **/ guint clutter_actor_get_height (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_allocate_coords (self, &box); return box.y2 - box.y1; } /** * clutter_actor_get_x * @self: A #ClutterActor * * Retrieves the actors x position relative to any parent. * * Return value: The actor x position in pixels **/ gint clutter_actor_get_x (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_allocate_coords (self, &box); return box.x1; } /** * clutter_actor_get_y: * @self: A #ClutterActor * * Retrieves the actors y position relative to any parent. * * Return value: The actor y position in pixels **/ gint clutter_actor_get_y (ClutterActor *self) { ClutterActorBox box; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); clutter_actor_allocate_coords (self, &box); return box.y1; } /** * clutter_actor_set_opacity: * @self: A #ClutterActor * @opacity: New opacity value for actor. * * Sets the actors opacity, with zero being completely transparent. */ void clutter_actor_set_opacity (ClutterActor *self, guint8 opacity) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->opacity = opacity; if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * clutter_actor_get_opacity: * @self: A #ClutterActor * * Retrieves the actors opacity. * * Return value: The actor opacity value. */ guint8 clutter_actor_get_opacity (ClutterActor *self) { ClutterActor *parent; g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); parent = self->priv->parent_actor; /* FIXME: need to factor in the actual actors opacity with parents */ if (parent && clutter_actor_get_opacity (parent) != 0xff) return clutter_actor_get_opacity(parent); return self->priv->opacity; } /** * clutter_actor_set_name: * @self: A #ClutterActor * @id: Textual tag to apply to actor * * Sets a textual tag to the actor. */ void clutter_actor_set_name (ClutterActor *self, const gchar *name) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); if (name || name[0] != '\0') { g_free (self->priv->name); self->priv->name = g_strdup(name); } } /** * clutter_actor_get_name: * @self: A #ClutterActor * * Return value: pointer to textual tag for the actor. The * returned string is owned by the actor and should not * be modified or freed. */ const gchar* clutter_actor_get_name (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL); return self->priv->name; } /** * clutter_actor_get_id: * @self: A #ClutterActor * * FIXME * * Return value: Globally unique value for object instance. */ guint32 clutter_actor_get_id (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0); return self->priv->id; } /** * clutter_actor_set_depth: * @self: a #ClutterActor * @depth: FIXME * * FIXME ( Basically sets Z value ) */ void clutter_actor_set_depth (ClutterActor *self, gint depth) { /* Sets Z value. - FIXME: should invert ?*/ self->priv->z = depth; if (self->priv->parent_actor) { /* We need to resort the group stacking order as to * correctly render alpha values. * * FIXME: This is sub optimal. maybe queue the the sort * before stacking */ clutter_group_sort_depth_order (CLUTTER_GROUP(self->priv->parent_actor)); } } /** * clutter_actor_get_depth: * @self: a #ClutterActor * * Retrieves the depth of @self. * * Return value: the depth of a #ClutterActor */ gint clutter_actor_get_depth (ClutterActor *self) { g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1); return self->priv->z; } /** * clutter_actor_rotate_z: * @self: A #ClutterActor * @angle: Angle of rotation * @x: X co-ord to rotate actor around ( relative to actor position ) * @y: Y co-ord to rotate actor around ( relative to actor position ) * * Rotates actor around the Z axis. */ void clutter_actor_rotate_z (ClutterActor *self, gfloat angle, gint x, gint y) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->rzang = angle; self->priv->rzx = x; self->priv->rzy = y; if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * clutter_actor_rotate_x: * @self: A #ClutterActor * @angle: Angle of rotation * @y: Y co-ord to rotate actor around ( relative to actor position ) * @z: Z co-ord to rotate actor around ( relative to actor position ) * * Rotates actor around the X axis. */ void clutter_actor_rotate_x (ClutterActor *self, gfloat angle, gint y, gint z) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->rxang = angle; self->priv->rxy = y; self->priv->rxz = z; if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * clutter_actor_rotate_y: * @self: A #ClutterActor * @angle: Angle of rotation * @x: X co-ord to rotate actor around ( relative to actor position ) * @z: Z co-ord to rotate actor around ( relative to actor position ) * * Rotates actor around the X axis. */ void clutter_actor_rotate_y (ClutterActor *self, gfloat angle, gint x, gint z) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->ryang = angle; self->priv->ryx = x; self->priv->ryz = z; if (CLUTTER_ACTOR_IS_VISIBLE (self)) clutter_actor_queue_redraw (self); } /** * clutter_actor_mirror: * @self: a #ClutterActor * @transform: a #ClutterActorTransform * * FIXME */ void clutter_actor_mirror (ClutterActor *self, ClutterActorTransform transform) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); self->priv->mirror_transform = transform; } /** * clutter_actor_set_clip: * @self: A #ClutterActor * @xoff: FIXME * @yoff: FIXME * @width: FIXME * @height: FIXME * * Sets clip area for @self. */ void clutter_actor_set_clip (ClutterActor *self, gint xoff, gint yoff, gint width, gint height) { ClutterGeometry *clip; g_return_if_fail (CLUTTER_IS_ACTOR (self)); clip = &self->priv->clip; clip->x = xoff; clip->y = yoff; clip->width = width; clip->height = height; self->priv->has_clip = TRUE; } /** * 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; } /** * clutter_actor_set_parent: * @self: A #ClutterActor * @parent: A new #ClutterActor parent or NULL * * This function should not be used by applications. */ void clutter_actor_set_parent (ClutterActor *self, ClutterActor *parent) { g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail ((parent == NULL) || CLUTTER_IS_ACTOR (parent)); if (self->priv->parent_actor == parent) return; if (self->priv->parent_actor && self->priv->parent_actor != parent) g_object_unref (self->priv->parent_actor); self->priv->parent_actor = parent; if (self->priv->parent_actor) g_object_ref (self->priv->parent_actor); } /** * clutter_actor_get_parent: * @self: A #ClutterActor * * Return Value: The #ClutterActor parent or NULL */ ClutterActor* clutter_actor_get_parent (ClutterActor *self) { return self->priv->parent_actor; } /** * clutter_actor_raise: * @self: A #ClutterActor * @below: A #ClutterActor to raise above. * * Both actors must have the same parent. */ void clutter_actor_raise (ClutterActor *self, ClutterActor *below) { g_return_if_fail (CLUTTER_IS_ACTOR(self)); g_return_if_fail (clutter_actor_get_parent (self) != NULL); clutter_group_raise (CLUTTER_GROUP(clutter_actor_get_parent (self)), self, below); } /** * clutter_actor_lower: * @self: A #ClutterActor * @above: A #ClutterActor to lower below * * Both actors must have the same parent. */ void clutter_actor_lower (ClutterActor *self, ClutterActor *above) { g_return_if_fail (CLUTTER_IS_ACTOR(self)); g_return_if_fail (clutter_actor_get_parent (self) != NULL); if (above != NULL) { g_return_if_fail (clutter_actor_get_parent (self) != clutter_actor_get_parent (above)); } /* FIXME: group_lower should be an overidable method ? */ clutter_group_lower (CLUTTER_GROUP(clutter_actor_get_parent (self)), self, above); } /** * clutter_actor_rise_top: * @self: A #ClutterActor * * Rises @self to the top. */ void clutter_actor_raise_top (ClutterActor *self) { clutter_actor_raise (self, NULL); } /** * clutter_actor_lower_bottom: * @self: A #ClutterActor * * Lowers @self to the bottom. */ void clutter_actor_lower_bottom (ClutterActor *self) { clutter_actor_lower (self, NULL); } /* * ClutterGemoetry */ static ClutterGeometry* clutter_geometry_copy (const ClutterGeometry *geometry) { ClutterGeometry *result = g_new (ClutterGeometry, 1); *result = *geometry; return result; } GType clutter_geometry_get_type (void) { static GType our_type = 0; if (our_type == 0) our_type = g_boxed_type_register_static ( g_intern_static_string ("ClutterGeometry"), (GBoxedCopyFunc) clutter_geometry_copy, (GBoxedFreeFunc) g_free); return our_type; } /* * ClutterActorBox */ static ClutterActorBox * clutter_actor_box_copy (const ClutterActorBox *box) { ClutterActorBox *result = g_new (ClutterActorBox, 1); *result = *box; return result; } GType clutter_actor_box_get_type (void) { static GType our_type = 0; if (our_type == 0) our_type = g_boxed_type_register_static ( g_intern_static_string ("ClutterActorBox"), (GBoxedCopyFunc) clutter_actor_box_copy, (GBoxedFreeFunc) g_free); return our_type; }