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* master: [test-text-perf] Use queue_redraw instead of painting the stage directly [actor] In paint when opacity == 0, clear the queued_redraw flag
8688 lines
248 KiB
C
8688 lines
248 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-actor
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* @short_description: Base abstract class for all visual stage actors.
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*
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* #ClutterActor is a base abstract class for all visual elements on the
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* stage. Every object that must appear on the main #ClutterStage must also
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* be a #ClutterActor, either by using one of the classes provided by
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* Clutter, or by implementing a new #ClutterActor subclass.
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*
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* Every actor is a 2D surface positioned and optionally transformed
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* in 3D space. The actor is positioned relative to top left corner of
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* it parent with the childs origin being its anchor point (also top
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* left by default).
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*
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* The actors 2D surface is contained inside its bounding box,
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* described by the #ClutterActorBox structure:
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*
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* <figure id="actor-box">
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* <title>Bounding box of an Actor</title>
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* <graphic fileref="actor-box.png" format="PNG"/>
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* </figure>
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*
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* The actor box represents the untransformed area occupied by an
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* actor. Each visible actor that has been put on a #ClutterStage also
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* has a transformed area, depending on the actual transformations
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* applied to it by the developer (scale, rotation). Tranforms will
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* also be applied to any child actors. Also applied to all actors by
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* the #ClutterStage is a perspective transformation. API is provided
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* for both tranformed and untransformed actor geometry information.
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*
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* The 'modelview' transform matrix for the actor is constructed from
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* the actor settings by the following order of operations:
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* <orderedlist>
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* <listitem><para>Translation by actor x, y coords,</para></listitem>
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* <listitem><para>Translation by actor depth (z),</para></listitem>
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* <listitem><para>Scaling by scale_x, scale_y,</para></listitem>
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* <listitem><para>Rotation around z axis,</para></listitem>
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* <listitem><para>Rotation around y axis,</para></listitem>
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* <listitem><para>Rotation around x axis,</para></listitem>
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* <listitem><para>Negative translation by anchor point x,
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* y,</para></listitem>
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* <listitem><para>Rectangular Clip is applied (this is not an operation on
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* the matrix as such, but it is done as part of the transform set
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* up).</para></listitem>
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* </orderedlist>
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*
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* An actor can either be explicitly sized and positioned, using the
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* various size and position accessors, like clutter_actor_set_x() or
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* clutter_actor_set_width(); or it can have a preferred width and
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* height, which then allows a layout manager to implicitly size and
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* position it by "allocating" an area for an actor. This allows for
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* actors to be manipulate in both a fixed or static parent container
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* (i.e. children of #ClutterGroup) and a more automatic or dynamic
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* layout based parent container.
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*
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* When accessing the position and size of an actor, the simple accessors
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* like clutter_actor_get_width() and clutter_actor_get_x() will return
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* a value depending on whether the actor has been explicitly sized and
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* positioned by the developer or implicitly by the layout manager.
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*
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* Depending on whether you are querying an actor or implementing a
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* layout manager, you should either use the simple accessors or use the
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* size negotiation API.
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*
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* Clutter actors are also able to receive input events and react to
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* them. Events are handled in the following ways:
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*
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* <orderedlist>
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* <listitem><para>Actors emit pointer events if set reactive, see
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* clutter_actor_set_reactive()</para></listitem>
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* <listitem><para>The stage is always reactive</para></listitem>
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* <listitem><para>Events are handled by connecting signal handlers to
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* the numerous event signal types.</para></listitem>
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* <listitem><para>Event handlers must return %TRUE if they handled
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* the event and wish to block the event emission chain, or %FALSE
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* if the emission chain must continue</para></listitem>
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* <listitem><para>Keyboard events are emitted if actor has focus, see
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* clutter_stage_set_key_focus()</para></listitem>
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* <listitem><para>Motion events (motion, enter, leave) are not emitted
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* if clutter_set_motion_events_enabled() is called with %FALSE.
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* See clutter_set_motion_events_enabled() documentation for more
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* information.</para></listitem>
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* <listitem><para>Once emitted, an event emission chain has two
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* phases: capture and bubble. An emitted event starts in the capture
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* phase (see ClutterActor::captured-event) beginning at the stage and
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* traversing every child actor until the event source actor is reached.
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* The emission then enters the bubble phase, traversing back up the
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* chain via parents until it reaches the stage. Any event handler can
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* abort this chain by returning %TRUE (meaning "event handled").
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* </para></listitem>
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* <listitem><para>Pointer events will 'pass through' non reactive
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* overlapping actors.</para></listitem>
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* </orderedlist>
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*
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* <figure id="event-flow">
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* <title>Event flow in Clutter</title>
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* <graphic fileref="event-flow.png" format="PNG"/>
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* </figure>
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*
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* Every '?' box in the diagram above is an entry point for application
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* code.
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*
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* For implementing a new custom actor class, please read <link
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* linkend="clutter-subclassing-ClutterActor">the corresponding section</link>
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* of the API reference.
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*/
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/**
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* CLUTTER_ACTOR_IS_MAPPED:
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* @a: a #ClutterActor
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*
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* Evaluates to %TRUE if the %CLUTTER_ACTOR_MAPPED flag is set.
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*
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* Means "the actor will be painted if the stage is mapped."
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*
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* %TRUE if the actor is visible; and all parents with possible exception
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* of the stage are visible; and an ancestor of the actor is a toplevel.
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*
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* Clutter auto-maintains the mapped flag whenever actors are
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* reparented or shown/hidden.
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*
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* Since: 0.2
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*/
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/**
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* CLUTTER_ACTOR_IS_REALIZED:
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* @a: a #ClutterActor
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*
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* Evaluates to %TRUE if the %CLUTTER_ACTOR_REALIZED flag is set.
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*
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* Whether GL resources such as textures are allocated;
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* if an actor is mapped it must also be realized, but an actor
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* can be realized and unmapped (this is so hiding an actor temporarily
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* doesn't do an expensive unrealize/realize).
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*
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* To be realized an actor must be inside a stage, and all its parents
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* must be realized. The stage is required so the actor knows the
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* correct GL context and window system resources to use.
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*
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* Since: 0.2
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*/
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/**
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* CLUTTER_ACTOR_IS_VISIBLE:
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* @a: a #ClutterActor
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*
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* Evaluates to %TRUE if the actor has been shown, %FALSE if it's hidden.
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* Equivalent to the ClutterActor::visible object property.
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*
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* Note that an actor is only painted onscreen if it's mapped, which
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* means it's visible, and all its parents are visible, and one of the
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* parents is a toplevel stage.
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*
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* Since: 0.2
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*/
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/**
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* CLUTTER_ACTOR_IS_REACTIVE:
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* @a: a #ClutterActor
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*
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* Evaluates to %TRUE if the %CLUTTER_ACTOR_REACTIVE flag is set.
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*
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* Only reactive actors will receive event-related signals.
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*
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* Since: 0.6
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-actor.h"
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#include "clutter-container.h"
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#include "clutter-main.h"
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#include "clutter-enum-types.h"
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#include "clutter-scriptable.h"
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#include "clutter-script.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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#include "clutter-debug.h"
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#include "clutter-units.h"
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#include "cogl/cogl.h"
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typedef struct _ShaderData ShaderData;
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typedef struct _AnchorCoord AnchorCoord;
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#define CLUTTER_ACTOR_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ACTOR, ClutterActorPrivate))
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/* Internal helper struct to represent a point that can be stored in
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either direct pixel coordinates or as a fraction of the actor's
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size. It is used for the anchor point, scale center and rotation
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centers. */
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struct _AnchorCoord
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{
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gboolean is_fractional;
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union
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{
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/* Used when is_fractional == TRUE */
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struct
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{
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gdouble x;
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gdouble y;
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} fraction;
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/* Use when is_fractional == FALSE */
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ClutterVertex units;
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} v;
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};
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/* Internal enum used to control mapped state update. This is a hint
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* which indicates when to do something other than just enforce
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* invariants.
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*/
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typedef enum {
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MAP_STATE_CHECK, /* just enforce invariants. */
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MAP_STATE_MAKE_UNREALIZED, /* force unrealize, ignoring invariants,
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* used when about to unparent.
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*/
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MAP_STATE_MAKE_MAPPED, /* set mapped, error if invariants not met;
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* used to set mapped on toplevels.
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*/
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MAP_STATE_MAKE_UNMAPPED /* set unmapped, even if parent is mapped,
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* used just before unmapping parent.
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*/
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} MapStateChange;
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struct _ClutterActorPrivate
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{
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/* fixed_x, fixed_y, and the allocation box are all in parent
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* coordinates.
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*/
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gfloat fixed_x;
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gfloat fixed_y;
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/* request mode */
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ClutterRequestMode request_mode;
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/* our cached request width is for this height */
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gfloat request_width_for_height;
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gfloat request_min_width;
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gfloat request_natural_width;
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/* our cached request height is for this width */
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gfloat request_height_for_width;
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gfloat request_min_height;
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gfloat request_natural_height;
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ClutterActorBox allocation;
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guint position_set : 1;
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guint min_width_set : 1;
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guint min_height_set : 1;
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guint natural_width_set : 1;
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guint natural_height_set : 1;
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/* cached request is invalid (implies allocation is too) */
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guint needs_width_request : 1;
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/* cached request is invalid (implies allocation is too) */
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guint needs_height_request : 1;
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/* cached allocation is invalid (request has changed, probably) */
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guint needs_allocation : 1;
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guint queued_redraw : 1;
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guint show_on_set_parent : 1;
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guint has_clip : 1;
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guint clip_to_allocation : 1;
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guint enable_model_view_transform : 1;
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guint enable_paint_unmapped : 1;
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gfloat clip[4];
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/* Rotation angles */
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gdouble rxang;
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gdouble ryang;
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gdouble rzang;
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/* Rotation center: X axis */
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AnchorCoord rx_center;
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/* Rotation center: Y axis */
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AnchorCoord ry_center;
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/* Rotation center: Z axis */
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AnchorCoord rz_center;
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/* Anchor point coordinates */
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AnchorCoord anchor;
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/* depth */
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gfloat z;
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guint8 opacity;
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ClutterActor *parent_actor;
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gchar *name;
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guint32 id; /* Unique ID */
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gdouble scale_x;
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gdouble scale_y;
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AnchorCoord scale_center;
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ShaderData *shader_data;
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PangoContext *pango_context;
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ClutterActor *opacity_parent;
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};
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enum
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{
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PROP_0,
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PROP_NAME,
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/* X, Y, WIDTH, HEIGHT are "do what I mean" properties;
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* when set they force a size request, when gotten they
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* get the allocation if the allocation is valid, and the
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* request otherwise
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*/
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PROP_X,
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PROP_Y,
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PROP_WIDTH,
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PROP_HEIGHT,
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/* Then the rest of these size-related properties are the "actual"
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* underlying properties set or gotten by X, Y, WIDTH, HEIGHT
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*/
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PROP_FIXED_X,
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PROP_FIXED_Y,
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PROP_FIXED_POSITION_SET,
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PROP_MIN_WIDTH,
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PROP_MIN_WIDTH_SET,
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PROP_MIN_HEIGHT,
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PROP_MIN_HEIGHT_SET,
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PROP_NATURAL_WIDTH,
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PROP_NATURAL_WIDTH_SET,
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PROP_NATURAL_HEIGHT,
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PROP_NATURAL_HEIGHT_SET,
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PROP_REQUEST_MODE,
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/* Allocation properties are read-only */
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PROP_ALLOCATION,
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PROP_DEPTH,
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PROP_CLIP,
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PROP_HAS_CLIP,
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PROP_CLIP_TO_ALLOCATION,
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PROP_OPACITY,
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PROP_VISIBLE,
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PROP_MAPPED,
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PROP_REALIZED,
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PROP_REACTIVE,
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PROP_SCALE_X,
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PROP_SCALE_Y,
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PROP_SCALE_CENTER_X,
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PROP_SCALE_CENTER_Y,
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PROP_SCALE_GRAVITY,
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PROP_ROTATION_ANGLE_X,
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PROP_ROTATION_ANGLE_Y,
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PROP_ROTATION_ANGLE_Z,
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PROP_ROTATION_CENTER_X,
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PROP_ROTATION_CENTER_Y,
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PROP_ROTATION_CENTER_Z,
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/* This property only makes sense for the z rotation because the
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others would depend on the actor having a size along the
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z-axis */
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PROP_ROTATION_CENTER_Z_GRAVITY,
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PROP_ANCHOR_X,
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PROP_ANCHOR_Y,
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PROP_ANCHOR_GRAVITY,
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PROP_SHOW_ON_SET_PARENT
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};
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enum
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{
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SHOW,
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HIDE,
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DESTROY,
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PARENT_SET,
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KEY_FOCUS_IN,
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KEY_FOCUS_OUT,
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PAINT,
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PICK,
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REALIZE,
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UNREALIZE,
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QUEUE_REDRAW,
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EVENT,
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CAPTURED_EVENT,
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BUTTON_PRESS_EVENT,
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BUTTON_RELEASE_EVENT,
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SCROLL_EVENT,
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KEY_PRESS_EVENT,
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KEY_RELEASE_EVENT,
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MOTION_EVENT,
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ENTER_EVENT,
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LEAVE_EVENT,
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LAST_SIGNAL
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};
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static guint actor_signals[LAST_SIGNAL] = { 0, };
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static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
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static void _clutter_actor_apply_modelview_transform (ClutterActor *self);
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static void clutter_actor_shader_pre_paint (ClutterActor *actor,
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gboolean repeat);
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static void clutter_actor_shader_post_paint (ClutterActor *actor);
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static void destroy_shader_data (ClutterActor *self);
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/* These setters are all static for now, maybe they should be in the
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* public API, but they are perhaps obscure enough to leave only as
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* properties
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*/
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static void clutter_actor_set_min_width (ClutterActor *self,
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gfloat min_width);
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static void clutter_actor_set_min_height (ClutterActor *self,
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gfloat min_height);
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static void clutter_actor_set_natural_width (ClutterActor *self,
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gfloat natural_width);
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static void clutter_actor_set_natural_height (ClutterActor *self,
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gfloat natural_height);
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static void clutter_actor_set_min_width_set (ClutterActor *self,
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gboolean use_min_width);
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static void clutter_actor_set_min_height_set (ClutterActor *self,
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gboolean use_min_height);
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static void clutter_actor_set_natural_width_set (ClutterActor *self,
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gboolean use_natural_width);
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static void clutter_actor_set_natural_height_set (ClutterActor *self,
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gboolean use_natural_height);
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static void clutter_actor_set_request_mode (ClutterActor *self,
|
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ClutterRequestMode mode);
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static void clutter_actor_update_map_state (ClutterActor *self,
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MapStateChange change);
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static void clutter_actor_unrealize_not_hiding (ClutterActor *self);
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|
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/* Helper routines for managing anchor coords */
|
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static void clutter_anchor_coord_get_units (ClutterActor *self,
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const AnchorCoord *coord,
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gfloat *x,
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gfloat *y,
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gfloat *z);
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static void clutter_anchor_coord_set_units (AnchorCoord *coord,
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gfloat x,
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gfloat y,
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gfloat z);
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static ClutterGravity clutter_anchor_coord_get_gravity (AnchorCoord *coord);
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static void clutter_anchor_coord_set_gravity (AnchorCoord *coord,
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ClutterGravity gravity);
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static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
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|
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/* Helper macro which translates by the anchor coord, applies the
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given transformation and then translates back */
|
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#define TRANSFORM_ABOUT_ANCHOR_COORD(actor,coord,transform) G_STMT_START { \
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gfloat _tx, _ty, _tz; \
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clutter_anchor_coord_get_units ((actor), (coord), &_tx, &_ty, &_tz); \
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cogl_translate (_tx, _ty, _tz); \
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{ transform; } \
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cogl_translate (-_tx, -_ty, -_tz); } G_STMT_END
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G_DEFINE_ABSTRACT_TYPE_WITH_CODE (ClutterActor,
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clutter_actor,
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G_TYPE_INITIALLY_UNOWNED,
|
|
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
|
|
clutter_scriptable_iface_init));
|
|
|
|
|
|
#ifdef CLUTTER_ENABLE_DEBUG
|
|
/* XXX - this is for debugging only, remove once working (or leave
|
|
* in only in some debug mode). Should leave it for a little while
|
|
* until we're confident in the new map/realize/visible handling.
|
|
*/
|
|
static inline void
|
|
clutter_actor_verify_map_state (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
|
|
if (CLUTTER_ACTOR_IS_REALIZED (self))
|
|
{
|
|
/* all bets are off during reparent when we're potentially realized,
|
|
* but should not be according to invariants
|
|
*/
|
|
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
|
|
{
|
|
if (priv->parent_actor == NULL)
|
|
{
|
|
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
|
|
{
|
|
}
|
|
else
|
|
g_warning ("Realized non-toplevel actor should have a parent");
|
|
}
|
|
else if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent_actor))
|
|
{
|
|
g_warning ("Realized actor %s[%p] has an unrealized parent %s[%p]",
|
|
G_OBJECT_TYPE_NAME (self), self,
|
|
G_OBJECT_TYPE_NAME (priv->parent_actor),
|
|
priv->parent_actor);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CLUTTER_ACTOR_IS_MAPPED (self))
|
|
{
|
|
if (!CLUTTER_ACTOR_IS_REALIZED (self))
|
|
g_warning ("Actor is mapped but not realized");
|
|
|
|
/* remaining bets are off during reparent when we're potentially
|
|
* mapped, but should not be according to invariants
|
|
*/
|
|
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
|
|
{
|
|
if (priv->parent_actor == NULL)
|
|
{
|
|
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
|
|
{
|
|
if (!CLUTTER_ACTOR_IS_VISIBLE (self) &&
|
|
!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
|
|
{
|
|
g_warning ("Toplevel actor is mapped but not visible");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
g_warning ("Mapped actor %s %p should have a parent",
|
|
G_OBJECT_TYPE_NAME (self), self);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ClutterActor *parent = priv->parent_actor;
|
|
|
|
/* check for the enable_paint_unmapped flag on any of the
|
|
* parents; if the flag is enabled at any point of this
|
|
* branch of the scene graph then all the later checks
|
|
* become pointless
|
|
*/
|
|
while (parent != NULL)
|
|
{
|
|
if (parent->priv->enable_paint_unmapped)
|
|
return;
|
|
|
|
parent = parent->priv->parent_actor;
|
|
}
|
|
|
|
if (!CLUTTER_ACTOR_IS_VISIBLE (priv->parent_actor))
|
|
{
|
|
g_warning ("Actor should not be mapped if parent "
|
|
"is not visible");
|
|
}
|
|
|
|
if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent_actor))
|
|
{
|
|
g_warning ("Actor should not be mapped if parent "
|
|
"is not realized");
|
|
}
|
|
|
|
if (!(CLUTTER_PRIVATE_FLAGS (priv->parent_actor) &
|
|
CLUTTER_ACTOR_IS_TOPLEVEL))
|
|
{
|
|
if (!CLUTTER_ACTOR_IS_MAPPED (priv->parent_actor))
|
|
g_warning ("Actor is mapped but its non-toplevel "
|
|
"parent is not mapped");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif /* CLUTTER_ENABLE_DEBUG */
|
|
|
|
static void
|
|
clutter_actor_set_mapped (ClutterActor *self,
|
|
gboolean mapped)
|
|
{
|
|
if (CLUTTER_ACTOR_IS_MAPPED (self) == mapped)
|
|
return;
|
|
|
|
if (mapped)
|
|
{
|
|
CLUTTER_ACTOR_GET_CLASS (self)->map (self);
|
|
g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
|
|
}
|
|
else
|
|
{
|
|
CLUTTER_ACTOR_GET_CLASS (self)->unmap (self);
|
|
g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
|
|
}
|
|
}
|
|
|
|
/* this function updates the mapped and realized states according to
|
|
* invariants, in the appropriate order.
|
|
*/
|
|
static void
|
|
clutter_actor_update_map_state (ClutterActor *self,
|
|
MapStateChange change)
|
|
{
|
|
gboolean was_mapped;
|
|
gboolean was_realized;
|
|
|
|
was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
|
|
was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
|
|
|
|
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
|
|
{
|
|
/* the mapped flag on top-level actors must be set by the
|
|
* per-backend implementation because it might be asynchronous.
|
|
*
|
|
* That is, the MAPPED flag on toplevels currently tracks the X
|
|
* server mapped-ness of the window, while the expected behavior
|
|
* (if used to GTK) may be to track WM_STATE!=WithdrawnState.
|
|
* This creates some weird complexity by breaking the invariant
|
|
* that if we're visible and all ancestors shown then we are
|
|
* also mapped - instead, we are mapped if all ancestors
|
|
* _possibly excepting_ the stage are mapped. The stage
|
|
* will map/unmap for example when it is minimized or
|
|
* moved to another workspace.
|
|
*
|
|
* So, the only invariant on the stage is that if visible it
|
|
* should be realized, and that it has to be visible to be
|
|
* mapped.
|
|
*/
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_realize (self);
|
|
|
|
switch (change)
|
|
{
|
|
case MAP_STATE_CHECK:
|
|
break;
|
|
|
|
case MAP_STATE_MAKE_MAPPED:
|
|
g_assert (!was_mapped);
|
|
clutter_actor_set_mapped (self, TRUE);
|
|
break;
|
|
|
|
case MAP_STATE_MAKE_UNMAPPED:
|
|
g_assert (was_mapped);
|
|
clutter_actor_set_mapped (self, FALSE);
|
|
break;
|
|
|
|
case MAP_STATE_MAKE_UNREALIZED:
|
|
/* we only use MAKE_UNREALIZED in unparent,
|
|
* and unparenting a stage isn't possible.
|
|
* If someone wants to just unrealize a stage
|
|
* then clutter_actor_unrealize() doesn't
|
|
* go through this codepath.
|
|
*/
|
|
g_warning ("Trying to force unrealize stage is not allowed");
|
|
break;
|
|
}
|
|
|
|
if (CLUTTER_ACTOR_IS_MAPPED (self) &&
|
|
!CLUTTER_ACTOR_IS_VISIBLE (self) &&
|
|
!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
|
|
{
|
|
g_warning ("Clutter toplevel is not visible, but is "
|
|
"somehow still mapped");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActor *parent = priv->parent_actor;
|
|
gboolean should_be_mapped;
|
|
gboolean may_be_realized;
|
|
gboolean must_be_realized;
|
|
|
|
should_be_mapped = FALSE;
|
|
may_be_realized = TRUE;
|
|
must_be_realized = FALSE;
|
|
|
|
if (parent == NULL || change == MAP_STATE_MAKE_UNREALIZED)
|
|
{
|
|
may_be_realized = FALSE;
|
|
}
|
|
else
|
|
{
|
|
/* Maintain invariant that if parent is mapped, and we are
|
|
* visible, then we are mapped ... unless parent is a
|
|
* stage, in which case we map regardless of parent's map
|
|
* state but do require stage to be visible and realized.
|
|
*
|
|
* If parent is realized, that does not force us to be
|
|
* realized; but if parent is unrealized, that does force
|
|
* us to be unrealized.
|
|
*
|
|
* The reason we don't force children to realize with
|
|
* parents is _clutter_actor_rerealize(); if we require that
|
|
* a realized parent means children are realized, then to
|
|
* unrealize an actor we would have to unrealize its
|
|
* parents, which would end up meaning unrealizing and
|
|
* hiding the entire stage. So we allow unrealizing a
|
|
* child (as long as that child is not mapped) while that
|
|
* child still has a realized parent.
|
|
*
|
|
* Also, if we unrealize from leaf nodes to root, and
|
|
* realize from root to leaf, the invariants are never
|
|
* violated if we allow children to be unrealized
|
|
* while parents are realized.
|
|
*
|
|
* When unmapping, MAP_STATE_MAKE_UNMAPPED is specified
|
|
* to force us to unmap, even though parent is still
|
|
* mapped. This is because we're unmapping from leaf nodes
|
|
* up to root nodes.
|
|
*/
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (self) &&
|
|
change != MAP_STATE_MAKE_UNMAPPED)
|
|
{
|
|
gboolean parent_is_visible_realized_toplevel;
|
|
|
|
parent_is_visible_realized_toplevel =
|
|
(((CLUTTER_PRIVATE_FLAGS (parent) &
|
|
CLUTTER_ACTOR_IS_TOPLEVEL) != 0) &&
|
|
CLUTTER_ACTOR_IS_VISIBLE (parent) &&
|
|
CLUTTER_ACTOR_IS_REALIZED (parent));
|
|
|
|
if (CLUTTER_ACTOR_IS_MAPPED (parent) ||
|
|
parent_is_visible_realized_toplevel)
|
|
{
|
|
must_be_realized = TRUE;
|
|
should_be_mapped = TRUE;
|
|
}
|
|
}
|
|
|
|
/* if the actor has been set to be painted even if unmapped
|
|
* then we should map it and check for realization as well;
|
|
* this is an override for the branch of the scene graph
|
|
* which begins with this node
|
|
*/
|
|
if (priv->enable_paint_unmapped)
|
|
{
|
|
if (priv->parent_actor == NULL)
|
|
g_warning ("Attempting to map an unparented actor");
|
|
|
|
should_be_mapped = TRUE;
|
|
must_be_realized = TRUE;
|
|
}
|
|
|
|
if (!CLUTTER_ACTOR_IS_REALIZED (parent))
|
|
may_be_realized = FALSE;
|
|
}
|
|
|
|
if (change == MAP_STATE_MAKE_MAPPED && !should_be_mapped)
|
|
{
|
|
g_warning ("Attempting to map a child that does not "
|
|
"meet the necessary invariants");
|
|
}
|
|
|
|
/* If in reparent, we temporarily suspend unmap and unrealize.
|
|
*
|
|
* We want to go in the order "realize, map" and "unmap, unrealize"
|
|
*/
|
|
|
|
/* Unmap */
|
|
if (!should_be_mapped &&
|
|
!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
|
|
{
|
|
clutter_actor_set_mapped (self, FALSE);
|
|
}
|
|
|
|
/* Realize */
|
|
if (must_be_realized)
|
|
clutter_actor_realize (self);
|
|
|
|
/* if we must be realized then we may be, presumably */
|
|
g_assert (!(must_be_realized && !may_be_realized));
|
|
|
|
/* Unrealize */
|
|
if (!may_be_realized &&
|
|
!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
|
|
clutter_actor_unrealize_not_hiding (self);
|
|
|
|
/* Map */
|
|
if (should_be_mapped)
|
|
{
|
|
if (!must_be_realized)
|
|
g_warning ("Somehow we think an actor should be mapped but "
|
|
"not realized, which isn't allowed");
|
|
|
|
/* realization is allowed to fail (though I don't know what
|
|
* an app is supposed to do about that - shouldn't it just
|
|
* be a g_error? anyway, we have to avoid mapping if this
|
|
* happens)
|
|
*/
|
|
if (CLUTTER_ACTOR_IS_REALIZED (self))
|
|
clutter_actor_set_mapped (self, TRUE);
|
|
}
|
|
}
|
|
|
|
#ifdef CLUTTER_ENABLE_DEBUG
|
|
/* check all invariants were kept */
|
|
clutter_actor_verify_map_state (self);
|
|
#endif
|
|
}
|
|
|
|
static void
|
|
clutter_actor_real_map (ClutterActor *self)
|
|
{
|
|
g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
|
|
|
|
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
|
|
/* notify on parent mapped before potentially mapping
|
|
* children, so apps see a top-down notification.
|
|
*/
|
|
g_object_notify (G_OBJECT (self), "mapped");
|
|
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
if (CLUTTER_IS_CONTAINER (self))
|
|
clutter_container_foreach_with_internals (CLUTTER_CONTAINER (self),
|
|
CLUTTER_CALLBACK (clutter_actor_map),
|
|
NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_map:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Sets the #CLUTTER_ACTOR_MAPPED flag on the actor and possibly maps
|
|
* and realizes its children if they are visible. Does nothing if the
|
|
* actor is not visible.
|
|
*
|
|
* Calling this is allowed in only one case: you are implementing the
|
|
* #ClutterActor::map virtual function in an actor and you need to map
|
|
* the children of that actor. It is not necessary to call this
|
|
* if you implement #ClutterContainer because the default implementation
|
|
* will automatically map children of containers.
|
|
*
|
|
* When overriding map, it is mandatory to chain up to the parent
|
|
* implementation.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_actor_map (ClutterActor *self)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (CLUTTER_ACTOR_IS_MAPPED (self))
|
|
return;
|
|
|
|
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
return;
|
|
|
|
clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_real_unmap (ClutterActor *self)
|
|
{
|
|
g_assert (CLUTTER_ACTOR_IS_MAPPED (self));
|
|
|
|
if (CLUTTER_IS_CONTAINER (self))
|
|
clutter_container_foreach_with_internals (CLUTTER_CONTAINER (self),
|
|
CLUTTER_CALLBACK (clutter_actor_unmap),
|
|
NULL);
|
|
|
|
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_MAPPED);
|
|
|
|
/* notify on parent mapped after potentially unmapping
|
|
* children, so apps see a bottom-up notification.
|
|
*/
|
|
g_object_notify (G_OBJECT (self), "mapped");
|
|
|
|
/* relinquish keyboard focus if we were unmapped while owning it */
|
|
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL))
|
|
{
|
|
ClutterActor *stage;
|
|
|
|
stage = clutter_actor_get_stage (self);
|
|
|
|
if (stage &&
|
|
clutter_stage_get_key_focus (CLUTTER_STAGE (stage)) == self)
|
|
{
|
|
clutter_stage_set_key_focus (CLUTTER_STAGE (stage), NULL);
|
|
}
|
|
}
|
|
|
|
clutter_actor_queue_redraw (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_unmap:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Unsets the #CLUTTER_ACTOR_MAPPED flag on the actor and possibly
|
|
* unmaps its children if they were mapped.
|
|
*
|
|
* Calling this is allowed in only one case: you are implementing the
|
|
* #ClutterActor::unmap virtual function in an actor and you need to
|
|
* unmap the children of that actor. It is not necessary to call this
|
|
* if you implement #ClutterContainer because the default implementation
|
|
* will automatically unmap children of containers.
|
|
*
|
|
* When overriding unmap, it is mandatory to chain up to the parent
|
|
* implementation.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_actor_unmap (ClutterActor *self)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (!CLUTTER_ACTOR_IS_MAPPED (self))
|
|
return;
|
|
|
|
clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_real_show (ClutterActor *self)
|
|
{
|
|
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
{
|
|
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
|
|
/* we notify on the "visible" flag in the clutter_actor_show()
|
|
* wrapper so the entire show signal emission completes first
|
|
* (?)
|
|
*/
|
|
clutter_actor_update_map_state (self, MAP_STATE_CHECK);
|
|
|
|
clutter_actor_queue_relayout (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));
|
|
|
|
#ifdef CLUTTER_ENABLE_DEBUG
|
|
clutter_actor_verify_map_state (self);
|
|
#endif
|
|
|
|
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
|
|
*
|
|
* Calls clutter_actor_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))
|
|
{
|
|
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_VISIBLE);
|
|
|
|
/* we notify on the "visible" flag in the clutter_actor_hide()
|
|
* wrapper so the entire hide signal emission completes first
|
|
* (?)
|
|
*/
|
|
clutter_actor_update_map_state (self, MAP_STATE_CHECK);
|
|
|
|
clutter_actor_queue_relayout (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));
|
|
|
|
#ifdef CLUTTER_ENABLE_DEBUG
|
|
clutter_actor_verify_map_state (self);
|
|
#endif
|
|
|
|
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_VISIBLE (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
|
|
*
|
|
* Calls clutter_actor_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.
|
|
*
|
|
* Realization means the actor is now tied to a specific rendering context
|
|
* (that is, a specific toplevel stage).
|
|
*
|
|
* This function does nothing if the actor is already realized.
|
|
*
|
|
* Because a realized actor must have realized parent actors, calling
|
|
* clutter_actor_realize() will also realize all parents of the actor.
|
|
*
|
|
* This function does not realize child actors, except in the special
|
|
* case that realizing the stage, when the stage is visible, will
|
|
* suddenly map (and thus realize) the children of the stage.
|
|
**/
|
|
void
|
|
clutter_actor_realize (ClutterActor *self)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
#ifdef CLUTTER_ENABLE_DEBUG
|
|
clutter_actor_verify_map_state (self);
|
|
#endif
|
|
|
|
if (CLUTTER_ACTOR_IS_REALIZED (self))
|
|
return;
|
|
|
|
/* To be realized, our parent actors must be realized first.
|
|
* This will only succeed if we're inside a toplevel.
|
|
*/
|
|
if (self->priv->parent_actor != NULL)
|
|
clutter_actor_realize (self->priv->parent_actor);
|
|
|
|
if (CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL)
|
|
{
|
|
/* toplevels can be realized at any time */
|
|
}
|
|
else
|
|
{
|
|
/* "Fail" the realization if parent is missing or unrealized;
|
|
* this should really be a g_warning() not some kind of runtime
|
|
* failure; how can an app possibly recover? Instead it's a bug
|
|
* in the app and the app should get an explanatory warning so
|
|
* someone can fix it. But for now it's too hard to fix this
|
|
* because e.g. ClutterTexture needs reworking.
|
|
*/
|
|
if (self->priv->parent_actor == NULL ||
|
|
!CLUTTER_ACTOR_IS_REALIZED (self->priv->parent_actor))
|
|
return;
|
|
}
|
|
|
|
CLUTTER_NOTE (ACTOR, "Realizing actor '%s' [%p]",
|
|
self->priv->name ? self->priv->name
|
|
: G_OBJECT_TYPE_NAME (self),
|
|
self);
|
|
|
|
CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
|
|
g_object_notify (G_OBJECT (self), "realized");
|
|
|
|
g_signal_emit (self, actor_signals[REALIZE], 0);
|
|
|
|
/* Stage actor is allowed to unset the realized flag again in its
|
|
* default signal handler, though that is a pathological situation.
|
|
*/
|
|
|
|
/* If realization "failed" we'll have to update child state. */
|
|
clutter_actor_update_map_state (self, MAP_STATE_CHECK);
|
|
}
|
|
|
|
void
|
|
clutter_actor_real_unrealize (ClutterActor *self)
|
|
{
|
|
/* we must be unmapped (implying our children are also unmapped) */
|
|
g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
|
|
|
|
if (CLUTTER_IS_CONTAINER (self))
|
|
clutter_container_foreach_with_internals (CLUTTER_CONTAINER (self),
|
|
CLUTTER_CALLBACK (clutter_actor_unrealize_not_hiding),
|
|
NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_unrealize:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Frees up any underlying graphics resources needed by the actor to
|
|
* be displayed.
|
|
*
|
|
* Unrealization means the actor is now independent of any specific
|
|
* rendering context (is not attached to a specific toplevel stage).
|
|
*
|
|
* Because mapped actors must be realized, actors may not be
|
|
* unrealized if they are mapped. This function hides the actor to be
|
|
* sure it isn't mapped, an application-visible side effect that you
|
|
* may not be expecting.
|
|
*
|
|
* This function should not really be in the public API, because
|
|
* there isn't a good reason to call it. ClutterActor will already
|
|
* unrealize things for you when it's important to do so.
|
|
*
|
|
* If you were using clutter_actor_unrealize() in a dispose
|
|
* implementation, then don't, just chain up to ClutterActor's
|
|
* dispose.
|
|
*
|
|
* If you were using clutter_actor_unrealize() to implement
|
|
* unrealizing children of your container, then don't, ClutterActor
|
|
* will already take care of that.
|
|
*
|
|
* If you were using clutter_actor_unrealize() to re-realize to
|
|
* create your resources in a different way, then use
|
|
* _clutter_actor_rerealize() (inside Clutter) or just call your
|
|
* code that recreates your resources directly (outside Clutter).
|
|
*/
|
|
void
|
|
clutter_actor_unrealize (ClutterActor *self)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
g_return_if_fail (!CLUTTER_ACTOR_IS_MAPPED (self));
|
|
|
|
#ifdef CLUTTER_ENABLE_DEBUG
|
|
clutter_actor_verify_map_state (self);
|
|
#endif
|
|
|
|
clutter_actor_hide (self);
|
|
|
|
clutter_actor_unrealize_not_hiding (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_unrealize_not_hiding:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Frees up any underlying graphics resources needed by the actor to
|
|
* be displayed.
|
|
*
|
|
* Unrealization means the actor is now independent of any specific
|
|
* rendering context (is not attached to a specific toplevel stage).
|
|
*
|
|
* Because mapped actors must be realized, actors may not be
|
|
* unrealized if they are mapped. You must hide the actor or one of
|
|
* its parents before attempting to unrealize.
|
|
*
|
|
* This function is separate from clutter_actor_unrealize() because it
|
|
* does not automatically hide the actor.
|
|
* Actors need not be hidden to be unrealized, they just need to
|
|
* be unmapped. In fact we don't want to mess up the application's
|
|
* setting of the "visible" flag, so hiding is very undesirable.
|
|
*
|
|
* clutter_actor_unrealize() does a clutter_actor_hide() just for
|
|
* backward compatibility.
|
|
*/
|
|
static void
|
|
clutter_actor_unrealize_not_hiding (ClutterActor *self)
|
|
{
|
|
/* All callers of clutter_actor_unrealize_not_hiding() should have
|
|
* taken care of unmapping the actor first. This means
|
|
* all our children should also be unmapped.
|
|
*/
|
|
g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
|
|
|
|
if (!CLUTTER_ACTOR_IS_REALIZED (self))
|
|
return;
|
|
|
|
/* The default handler for the signal should recursively unrealize
|
|
* child actors. We want to unset the realized flag only _after_
|
|
* child actors are unrealized, to maintain invariants.
|
|
*/
|
|
|
|
g_signal_emit (self, actor_signals[UNREALIZE], 0);
|
|
|
|
CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
|
|
|
|
g_object_notify (G_OBJECT (self), "realized");
|
|
}
|
|
|
|
/**
|
|
* _clutter_actor_rerealize:
|
|
* @self: A #ClutterActor
|
|
* @callback: Function to call while unrealized
|
|
* @data: data for callback
|
|
*
|
|
* If an actor is already unrealized, this just calls the callback.
|
|
*
|
|
* If it is realized, it unrealizes temporarily, calls the callback,
|
|
* and then re-realizes the actor.
|
|
*
|
|
* As a side effect, leaves all children of the actor unrealized if
|
|
* the actor was realized but not showing. This is because when we
|
|
* unrealize the actor temporarily we must unrealize its children
|
|
* (e.g. children of a stage can't be realized if stage window is
|
|
* gone). And we aren't clever enough to save the realization state of
|
|
* all children. In most cases this should not matter, because
|
|
* the children will automatically realize when they next become mapped.
|
|
*/
|
|
void
|
|
_clutter_actor_rerealize (ClutterActor *self,
|
|
ClutterCallback callback,
|
|
void *data)
|
|
{
|
|
gboolean was_mapped;
|
|
gboolean was_showing;
|
|
gboolean was_realized;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
#ifdef CLUTTER_ENABLE_DEBUG
|
|
clutter_actor_verify_map_state (self);
|
|
#endif
|
|
|
|
was_realized = CLUTTER_ACTOR_IS_REALIZED (self);
|
|
was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
|
|
was_showing = CLUTTER_ACTOR_IS_VISIBLE (self);
|
|
|
|
/* Must be unmapped to unrealize. Note we only have to hide this
|
|
* actor if it was mapped (if all parents were showing). If actor
|
|
* is merely visible (but not mapped), then that's fine, we can
|
|
* leave it visible.
|
|
*/
|
|
if (was_mapped)
|
|
clutter_actor_hide (self);
|
|
|
|
g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
|
|
|
|
/* unrealize self and all children */
|
|
clutter_actor_unrealize_not_hiding (self);
|
|
|
|
if (callback != NULL)
|
|
{
|
|
(* callback) (self, data);
|
|
}
|
|
|
|
if (was_showing)
|
|
clutter_actor_show (self); /* will realize only if mapping implies it */
|
|
else if (was_realized)
|
|
clutter_actor_realize (self); /* realize self and all parents */
|
|
}
|
|
|
|
static void
|
|
clutter_actor_real_pick (ClutterActor *self,
|
|
const ClutterColor *color)
|
|
{
|
|
/* the default implementation is just to paint a rectangle
|
|
* with the same size of the actor using the passed color
|
|
*/
|
|
if (clutter_actor_should_pick_paint (self))
|
|
{
|
|
ClutterActorBox box = { 0, };
|
|
float width, height;
|
|
|
|
clutter_actor_get_allocation_box (self, &box);
|
|
|
|
width = box.x2 - box.x1;
|
|
height = box.y2 - box.y1;
|
|
|
|
cogl_set_source_color4ub (color->red,
|
|
color->green,
|
|
color->blue,
|
|
color->alpha);
|
|
|
|
cogl_rectangle (0, 0, width, height);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* This function will emit the #ClutterActor::pick signal.
|
|
*
|
|
* 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);
|
|
|
|
g_signal_emit (self, actor_signals[PICK], 0, color);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_should_pick_paint:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Should be called inside the implementation of the
|
|
* #ClutterActor::pick virtual function in order to check whether
|
|
* the actor should paint itself in pick mode or not.
|
|
*
|
|
* 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;
|
|
}
|
|
|
|
static void
|
|
clutter_actor_real_get_preferred_width (ClutterActor *self,
|
|
gfloat for_height,
|
|
gfloat *min_width_p,
|
|
gfloat *natural_width_p)
|
|
{
|
|
/* Default implementation is always 0x0, usually an actor
|
|
* using this default is relying on someone to set the
|
|
* request manually
|
|
*/
|
|
CLUTTER_NOTE (LAYOUT, "Default preferred width: 0, 0");
|
|
|
|
if (min_width_p)
|
|
*min_width_p = 0;
|
|
|
|
if (natural_width_p)
|
|
*natural_width_p = 0;
|
|
}
|
|
|
|
static void
|
|
clutter_actor_real_get_preferred_height (ClutterActor *self,
|
|
gfloat for_width,
|
|
gfloat *min_height_p,
|
|
gfloat *natural_height_p)
|
|
{
|
|
/* Default implementation is always 0x0, usually an actor
|
|
* using this default is relying on someone to set the
|
|
* request manually
|
|
*/
|
|
CLUTTER_NOTE (LAYOUT, "Default preferred height: 0, 0");
|
|
|
|
if (min_height_p)
|
|
*min_height_p = 0;
|
|
|
|
if (natural_height_p)
|
|
*natural_height_p = 0;
|
|
}
|
|
|
|
static void
|
|
clutter_actor_store_old_geometry (ClutterActor *self,
|
|
ClutterActorBox *box)
|
|
{
|
|
*box = self->priv->allocation;
|
|
}
|
|
|
|
static inline void
|
|
clutter_actor_notify_if_geometry_changed (ClutterActor *self,
|
|
const ClutterActorBox *old)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
GObject *obj = G_OBJECT (self);
|
|
|
|
g_object_freeze_notify (obj);
|
|
|
|
/* to avoid excessive requisition or allocation cycles we
|
|
* use the cached values.
|
|
*
|
|
* - if we don't have an allocation we assume that we need
|
|
* to notify anyway
|
|
* - if we don't have a width or a height request we notify
|
|
* width and height
|
|
* - if we have a valid allocation then we check the old
|
|
* bounding box with the current allocation and we notify
|
|
* the changes
|
|
*/
|
|
if (priv->needs_allocation)
|
|
{
|
|
g_object_notify (obj, "x");
|
|
g_object_notify (obj, "y");
|
|
g_object_notify (obj, "width");
|
|
g_object_notify (obj, "height");
|
|
}
|
|
else if (priv->needs_width_request || priv->needs_height_request)
|
|
{
|
|
g_object_notify (obj, "width");
|
|
g_object_notify (obj, "height");
|
|
}
|
|
else
|
|
{
|
|
gfloat xu, yu;
|
|
gfloat widthu, heightu;
|
|
|
|
xu = priv->allocation.x1;
|
|
yu = priv->allocation.y1;
|
|
widthu = priv->allocation.x2 - priv->allocation.x1;
|
|
heightu = priv->allocation.y2 - priv->allocation.y1;
|
|
|
|
if (xu != old->x1)
|
|
g_object_notify (obj, "x");
|
|
|
|
if (yu != old->y1)
|
|
g_object_notify (obj, "y");
|
|
|
|
if (widthu != (old->x2 - old->x1))
|
|
g_object_notify (obj, "width");
|
|
|
|
if (heightu != (old->y2 - old->y1))
|
|
g_object_notify (obj, "height");
|
|
}
|
|
|
|
g_object_thaw_notify (obj);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_real_allocate (ClutterActor *self,
|
|
const ClutterActorBox *box,
|
|
gboolean absolute_origin_changed)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
gboolean x1_changed, y1_changed, x2_changed, y2_changed;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
x1_changed = priv->allocation.x1 != box->x1;
|
|
y1_changed = priv->allocation.y1 != box->y1;
|
|
x2_changed = priv->allocation.x2 != box->x2;
|
|
y2_changed = priv->allocation.y2 != box->y2;
|
|
|
|
priv->allocation = *box;
|
|
priv->needs_allocation = FALSE;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
if (x1_changed || y1_changed || x2_changed || y2_changed)
|
|
g_object_notify (G_OBJECT (self), "allocation");
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
static void
|
|
clutter_actor_queue_redraw_with_origin (ClutterActor *self,
|
|
ClutterActor *origin)
|
|
{
|
|
/* short-circuit the trivial case */
|
|
if (!CLUTTER_ACTOR_IS_MAPPED(self))
|
|
return;
|
|
|
|
/* already queued since last paint() */
|
|
if (self->priv->queued_redraw)
|
|
return;
|
|
|
|
/* calls klass->queue_redraw in default handler */
|
|
g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_real_queue_redraw (ClutterActor *self,
|
|
ClutterActor *origin)
|
|
{
|
|
ClutterActor *parent;
|
|
|
|
/* short-circuit the trivial case */
|
|
if (!CLUTTER_ACTOR_IS_MAPPED (self))
|
|
return;
|
|
|
|
/* already queued since last paint() */
|
|
if (self->priv->queued_redraw)
|
|
return;
|
|
|
|
CLUTTER_NOTE (PAINT, "Redraw queued on '%s'",
|
|
clutter_actor_get_name (self) ? clutter_actor_get_name (self)
|
|
: G_OBJECT_TYPE_NAME (self));
|
|
self->priv->queued_redraw = TRUE;
|
|
|
|
/* notify parents, if they are all visible eventually we'll
|
|
* queue redraw on the stage, which queues the redraw idle.
|
|
*/
|
|
parent = clutter_actor_get_parent (self);
|
|
if (parent != NULL)
|
|
{
|
|
/* this will go up recursively */
|
|
clutter_actor_queue_redraw_with_origin (parent, origin);
|
|
}
|
|
}
|
|
|
|
/* like ClutterVertex, but with a w component */
|
|
typedef struct {
|
|
gfloat x;
|
|
gfloat y;
|
|
gfloat z;
|
|
gfloat w;
|
|
} full_vertex_t;
|
|
|
|
/* copies a fixed vertex into a ClutterVertex */
|
|
static inline void
|
|
full_vertex_to_units (const full_vertex_t *f,
|
|
ClutterVertex *u)
|
|
{
|
|
u->x = f->x;
|
|
u->y = f->y;
|
|
u->z = f->z;
|
|
}
|
|
|
|
/* Transforms a vertex using the passed matrix; vertex is
|
|
* an in-out parameter
|
|
*/
|
|
static void
|
|
mtx_transform (const CoglMatrix *matrix,
|
|
full_vertex_t *vertex)
|
|
{
|
|
cogl_matrix_transform_point (matrix,
|
|
&vertex->x,
|
|
&vertex->y,
|
|
&vertex->z,
|
|
&vertex->w);
|
|
}
|
|
|
|
/* 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) ((((((x) / (w)) + 1.0) / 2) * (v1)) + (v2))
|
|
#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0) / 2) * (v1)) + (v2))
|
|
#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2)))
|
|
|
|
/* transforms a 4-tuple of coordinates using @matrix and
|
|
* places the result into a fixed @vertex
|
|
*/
|
|
static inline void
|
|
full_vertex_transform (const CoglMatrix *matrix,
|
|
gfloat x,
|
|
gfloat y,
|
|
gfloat z,
|
|
gfloat w,
|
|
full_vertex_t *vertex)
|
|
{
|
|
full_vertex_t tmp = { 0, };
|
|
|
|
tmp.x = x;
|
|
tmp.y = y;
|
|
tmp.z = z;
|
|
tmp.w = w;
|
|
|
|
mtx_transform (matrix, &tmp);
|
|
|
|
*vertex = tmp;
|
|
}
|
|
|
|
/* scales a fixed @vertex using @matrix and @viewport, and
|
|
* transforms the result into a ClutterVertex, filling @vertex_p
|
|
*/
|
|
static inline void
|
|
full_vertex_scale (const CoglMatrix *matrix,
|
|
const full_vertex_t *vertex,
|
|
const gfloat viewport[],
|
|
ClutterVertex *vertex_p)
|
|
{
|
|
gfloat v_x, v_y, v_width, v_height;
|
|
full_vertex_t tmp = { 0, };
|
|
|
|
tmp = *vertex;
|
|
|
|
mtx_transform (matrix, &tmp);
|
|
|
|
v_x = viewport[0];
|
|
v_y = viewport[1];
|
|
v_width = viewport[2];
|
|
v_height = viewport[3];
|
|
|
|
tmp.x = MTX_GL_SCALE_X (tmp.x, tmp.w, v_width, v_x);
|
|
tmp.y = MTX_GL_SCALE_Y (tmp.y, tmp.w, v_height, v_y);
|
|
tmp.z = MTX_GL_SCALE_Z (tmp.z, tmp.w, v_width, v_x);
|
|
tmp.w = 0;
|
|
|
|
full_vertex_to_units (&tmp, vertex_p);
|
|
}
|
|
|
|
/* 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
|
|
*
|
|
* The point coordinates are in-out parameters
|
|
*/
|
|
static void
|
|
clutter_actor_transform_point_relative (ClutterActor *actor,
|
|
ClutterActor *ancestor,
|
|
gfloat *x,
|
|
gfloat *y,
|
|
gfloat *z,
|
|
gfloat *w)
|
|
{
|
|
full_vertex_t vertex = { 0, };
|
|
CoglMatrix matrix;
|
|
|
|
vertex.x = (x != NULL) ? *x : 0;
|
|
vertex.y = (y != NULL) ? *y : 0;
|
|
vertex.z = (z != NULL) ? *z : 0;
|
|
vertex.w = (w != NULL) ? *w : 0;
|
|
|
|
cogl_push_matrix();
|
|
|
|
_clutter_actor_apply_modelview_transform_recursive (actor, ancestor);
|
|
|
|
cogl_get_modelview_matrix (&matrix);
|
|
mtx_transform (&matrix, &vertex);
|
|
|
|
cogl_pop_matrix();
|
|
|
|
if (x)
|
|
*x = vertex.x;
|
|
|
|
if (y)
|
|
*y = vertex.y;
|
|
|
|
if (z)
|
|
*z = vertex.z;
|
|
|
|
if (w)
|
|
*w = vertex.w;
|
|
}
|
|
|
|
/* 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,
|
|
gfloat *x,
|
|
gfloat *y,
|
|
gfloat *z,
|
|
gfloat *w)
|
|
{
|
|
full_vertex_t vertex = { 0, };
|
|
CoglMatrix matrix;
|
|
|
|
vertex.x = (x != NULL) ? *x : 0;
|
|
vertex.y = (y != NULL) ? *y : 0;
|
|
vertex.z = (z != NULL) ? *z : 0;
|
|
vertex.w = (w != NULL) ? *w : 0;
|
|
|
|
cogl_push_matrix();
|
|
|
|
_clutter_actor_apply_modelview_transform_recursive (actor, NULL);
|
|
|
|
cogl_get_modelview_matrix (&matrix);
|
|
mtx_transform (&matrix, &vertex);
|
|
|
|
cogl_pop_matrix();
|
|
|
|
if (x)
|
|
*x = vertex.x;
|
|
|
|
if (y)
|
|
*y = vertex.y;
|
|
|
|
if (z)
|
|
*z = vertex.z;
|
|
|
|
if (w)
|
|
*w = vertex.w;
|
|
}
|
|
|
|
/**
|
|
* 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,
|
|
const ClutterVertex *point,
|
|
ClutterVertex *vertex)
|
|
{
|
|
gfloat x, y, z, w;
|
|
full_vertex_t tmp;
|
|
gfloat v[4];
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
g_return_if_fail (ancestor == NULL || CLUTTER_IS_ACTOR (ancestor));
|
|
g_return_if_fail (point != NULL);
|
|
g_return_if_fail (vertex != NULL);
|
|
|
|
x = vertex->x;
|
|
y = vertex->y;
|
|
z = vertex->z;
|
|
w = 1.0;
|
|
|
|
/* First we tranform the point using the OpenGL modelview matrix */
|
|
clutter_actor_transform_point_relative (self, ancestor, &x, &y, &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.
|
|
*/
|
|
tmp.x = (x + 0.5) * v[2];
|
|
tmp.y = (0.5 - y) * v[3];
|
|
tmp.z = (z + 0.5) * v[2];
|
|
tmp.w = 0;
|
|
|
|
full_vertex_to_units (&tmp, vertex);
|
|
}
|
|
|
|
/**
|
|
* 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,
|
|
const ClutterVertex *point,
|
|
ClutterVertex *vertex)
|
|
{
|
|
full_vertex_t tmp = { 0, };
|
|
gfloat x, y, z, w;
|
|
CoglMatrix matrix_p;
|
|
gfloat v[4];
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
g_return_if_fail (point != NULL);
|
|
g_return_if_fail (vertex != NULL);
|
|
|
|
x = point->x;
|
|
y = point->y;
|
|
z = point->z;
|
|
w = 1.0;
|
|
|
|
/* First we tranform the point using the OpenGL modelview matrix */
|
|
clutter_actor_transform_point (self, &x, &y, &z, &w);
|
|
|
|
tmp.x = x;
|
|
tmp.y = y;
|
|
tmp.z = z;
|
|
tmp.w = w;
|
|
|
|
cogl_get_projection_matrix (&matrix_p);
|
|
cogl_get_viewport (v);
|
|
|
|
/* Now, transform it again with the projection matrix */
|
|
mtx_transform (&matrix_p, &tmp);
|
|
|
|
/* Finaly translate from OpenGL coords to window coords */
|
|
vertex->x = MTX_GL_SCALE_X (tmp.x, tmp.w, v[2], v[0]);
|
|
vertex->y = MTX_GL_SCALE_Y (tmp.y, tmp.w, v[3], v[1]);
|
|
vertex->z = MTX_GL_SCALE_Z (tmp.z, tmp.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,
|
|
full_vertex_t vertices[])
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
gfloat width, height;
|
|
CoglMatrix mtx;
|
|
|
|
width = priv->allocation.x2 - priv->allocation.x1;
|
|
height = priv->allocation.y2 - priv->allocation.y1;
|
|
|
|
cogl_push_matrix();
|
|
|
|
_clutter_actor_apply_modelview_transform_recursive (self, ancestor);
|
|
|
|
cogl_get_modelview_matrix (&mtx);
|
|
|
|
full_vertex_transform (&mtx, 0, 0, 0, 1.0, &vertices[0]);
|
|
full_vertex_transform (&mtx, width, 0, 0, 1.0, &vertices[1]);
|
|
full_vertex_transform (&mtx, 0, height, 0, 1.0, &vertices[2]);
|
|
full_vertex_transform (&mtx, width, height, 0, 1.0, &vertices[3]);
|
|
|
|
cogl_pop_matrix();
|
|
}
|
|
|
|
/* Recursively tranform supplied box with the tranform for the current
|
|
* actor and all its ancestors (like clutter_actor_transform_point()
|
|
* but for all the vertices in one go) and project it into screen
|
|
* coordinates
|
|
*/
|
|
static void
|
|
clutter_actor_transform_and_project_box (ClutterActor *self,
|
|
const ClutterActorBox *box,
|
|
ClutterVertex verts[4])
|
|
{
|
|
ClutterActor *stage;
|
|
CoglMatrix mtx;
|
|
CoglMatrix mtx_p;
|
|
gfloat v[4];
|
|
gfloat width, height;
|
|
full_vertex_t vertices[4];
|
|
|
|
width = box->x2 - box->x1;
|
|
height = box->y2 - box->y1;
|
|
|
|
/* 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 - ideally the func should fail
|
|
*/
|
|
if (stage == NULL)
|
|
stage = clutter_stage_get_default ();
|
|
|
|
clutter_stage_ensure_current (CLUTTER_STAGE (stage));
|
|
_clutter_stage_maybe_setup_viewport (CLUTTER_STAGE (stage));
|
|
|
|
cogl_push_matrix();
|
|
|
|
_clutter_actor_apply_modelview_transform_recursive (self, NULL);
|
|
|
|
cogl_get_modelview_matrix (&mtx);
|
|
|
|
full_vertex_transform (&mtx, 0, 0, 0, 1.0, &vertices[0]);
|
|
full_vertex_transform (&mtx, width, 0, 0, 1.0, &vertices[1]);
|
|
full_vertex_transform (&mtx, 0, height, 0, 1.0, &vertices[2]);
|
|
full_vertex_transform (&mtx, width, height, 0, 1.0, &vertices[3]);
|
|
|
|
cogl_pop_matrix();
|
|
|
|
cogl_get_projection_matrix (&mtx_p);
|
|
cogl_get_viewport (v);
|
|
|
|
full_vertex_scale (&mtx_p, &vertices[0], v, &verts[0]);
|
|
full_vertex_scale (&mtx_p, &vertices[1], v, &verts[1]);
|
|
full_vertex_scale (&mtx_p, &vertices[2], v, &verts[2]);
|
|
full_vertex_scale (&mtx_p, &vertices[3], v, &verts[3]);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_allocation_vertices:
|
|
* @self: A #ClutterActor
|
|
* @ancestor: A #ClutterActor to calculate the vertices against, or %NULL
|
|
* to use the default #ClutterStage
|
|
* @verts: (out) (array): 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:
|
|
* <itemizedlist>
|
|
* <listitem><para>@verts[0] contains (x1, y1)</para></listitem>
|
|
* <listitem><para>@verts[1] contains (x2, y1)</para></listitem>
|
|
* <listitem><para>@verts[2] contains (x1, y2)</para></listitem>
|
|
* <listitem><para>@verts[3] contains (x2, y2)</para></listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* 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_abs_allocation_vertices().
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_get_allocation_vertices (ClutterActor *self,
|
|
ClutterActor *ancestor,
|
|
ClutterVertex verts[4])
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterActor *stage;
|
|
gfloat v[4];
|
|
full_vertex_t vertices[4];
|
|
full_vertex_t tmp = { 0, };
|
|
|
|
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));
|
|
_clutter_stage_maybe_setup_viewport (CLUTTER_STAGE (stage));
|
|
|
|
/* if the actor needs to be allocated we force a relayout, so that
|
|
* clutter_actor_transform_vertices_relative() will have valid values
|
|
* to use in the transformations
|
|
*/
|
|
if (priv->needs_allocation)
|
|
_clutter_stage_maybe_relayout (stage);
|
|
|
|
clutter_actor_transform_vertices_relative (self, ancestor, vertices);
|
|
|
|
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.
|
|
*/
|
|
tmp.x = ((vertices[0].x + 0.5) * v[2]);
|
|
tmp.y = ((0.5 - vertices[0].y) * v[3]);
|
|
tmp.z = ((vertices[0].z + 0.5) * v[2]);
|
|
full_vertex_to_units (&tmp, &verts[0]);
|
|
|
|
tmp.x = ((vertices[1].x + 0.5) * v[2]);
|
|
tmp.y = ((0.5 - vertices[1].y) * v[3]);
|
|
tmp.z = ((vertices[1].z + 0.5) * v[2]);
|
|
full_vertex_to_units (&tmp, &verts[1]);
|
|
|
|
tmp.x = ((vertices[2].x + 0.5) * v[2]);
|
|
tmp.y = ((0.5 - vertices[2].y) * v[3]);
|
|
tmp.z = ((vertices[2].z + 0.5) * v[2]);
|
|
full_vertex_to_units (&tmp, &verts[2]);
|
|
|
|
tmp.x = ((vertices[3].x + 0.5) * v[2]);
|
|
tmp.y = ((0.5 - vertices[3].y) * v[3]);
|
|
tmp.z = ((vertices[3].z + 0.5) * v[2]);
|
|
full_vertex_to_units (&tmp, &verts[3]);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_abs_allocation_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:
|
|
* <itemizedlist>
|
|
* <listitem><para>v[0] contains (x1, y1)</para></listitem>
|
|
* <listitem><para>v[1] contains (x2, y1)</para></listitem>
|
|
* <listitem><para>v[2] contains (x1, y2)</para></listitem>
|
|
* <listitem><para>v[3] contains (x2, y2)</para></listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
|
|
ClutterVertex verts[4])
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
/* if the actor needs to be allocated we force a relayout, so that
|
|
* the actor allocation box will be valid for
|
|
* clutter_actor_transform_and_project_box()
|
|
*/
|
|
if (priv->needs_allocation)
|
|
{
|
|
ClutterActor *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_maybe_relayout (stage);
|
|
}
|
|
|
|
clutter_actor_transform_and_project_box (self,
|
|
&self->priv->allocation,
|
|
verts);
|
|
}
|
|
|
|
/* 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_translate (priv->allocation.x1,
|
|
priv->allocation.y1,
|
|
0);
|
|
|
|
if (priv->z)
|
|
cogl_translate (0, 0, priv->z);
|
|
|
|
/*
|
|
* 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 != 1.0 || priv->scale_y != 1.0)
|
|
{
|
|
TRANSFORM_ABOUT_ANCHOR_COORD (self,
|
|
&priv->scale_center,
|
|
cogl_scale (priv->scale_x,
|
|
priv->scale_y,
|
|
1.0));
|
|
}
|
|
|
|
if (priv->rzang)
|
|
TRANSFORM_ABOUT_ANCHOR_COORD (self,
|
|
&priv->rz_center,
|
|
cogl_rotate (priv->rzang, 0, 0, 1.0));
|
|
|
|
if (priv->ryang)
|
|
TRANSFORM_ABOUT_ANCHOR_COORD (self,
|
|
&priv->ry_center,
|
|
cogl_rotate (priv->ryang, 0, 1.0, 0));
|
|
|
|
if (priv->rxang)
|
|
TRANSFORM_ABOUT_ANCHOR_COORD (self,
|
|
&priv->rx_center,
|
|
cogl_rotate (priv->rxang, 1.0, 0, 0));
|
|
|
|
if (!is_stage && !clutter_anchor_coord_is_zero (&priv->anchor))
|
|
{
|
|
gfloat x, y, z;
|
|
|
|
clutter_anchor_coord_get_units (self, &priv->anchor, &x, &y, &z);
|
|
cogl_translate (-x, -y, -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
|
|
*/
|
|
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.
|
|
*
|
|
* This function will emit the #ClutterActor::paint signal.
|
|
*/
|
|
void
|
|
clutter_actor_paint (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterMainContext *context;
|
|
gboolean clip_set = FALSE;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
context = clutter_context_get_default ();
|
|
|
|
/* It's an important optimization that we consider painting of
|
|
* actors with 0 opacity to be a NOP... */
|
|
if (G_LIKELY (context->pick_mode == CLUTTER_PICK_NONE) &&
|
|
priv->opacity == 0)
|
|
{
|
|
priv->queued_redraw = FALSE;
|
|
return;
|
|
}
|
|
|
|
/* if we aren't paintable (not in a toplevel with all
|
|
* parents paintable) then do nothing.
|
|
*/
|
|
if (!CLUTTER_ACTOR_IS_MAPPED (self))
|
|
return;
|
|
|
|
/* mark that we are in the paint process */
|
|
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_PAINT);
|
|
|
|
cogl_push_matrix();
|
|
|
|
if (priv->enable_model_view_transform)
|
|
_clutter_actor_apply_modelview_transform (self);
|
|
|
|
if (priv->has_clip)
|
|
{
|
|
cogl_clip_push (priv->clip[0],
|
|
priv->clip[1],
|
|
priv->clip[2],
|
|
priv->clip[3]);
|
|
clip_set = TRUE;
|
|
}
|
|
else if (priv->clip_to_allocation)
|
|
{
|
|
gfloat width, height;
|
|
|
|
width = priv->allocation.x2 - priv->allocation.x1;
|
|
height = priv->allocation.y2 - priv->allocation.y1;
|
|
|
|
cogl_clip_push (0, 0, width, height);
|
|
clip_set = TRUE;
|
|
}
|
|
|
|
if (G_UNLIKELY (context->pick_mode != CLUTTER_PICK_NONE))
|
|
{
|
|
ClutterColor col = { 0, };
|
|
|
|
_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.
|
|
*/
|
|
g_signal_emit (self, actor_signals[PICK], 0, &col);
|
|
}
|
|
else
|
|
{
|
|
clutter_actor_shader_pre_paint (self, FALSE);
|
|
|
|
self->priv->queued_redraw = FALSE;
|
|
g_signal_emit (self, actor_signals[PAINT], 0);
|
|
|
|
clutter_actor_shader_post_paint (self);
|
|
}
|
|
|
|
if (clip_set)
|
|
cogl_clip_pop();
|
|
|
|
cogl_pop_matrix();
|
|
|
|
/* paint sequence complete */
|
|
CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_PAINT);
|
|
}
|
|
|
|
/* internal helper function set the rotation angle without affecting
|
|
the center point
|
|
*/
|
|
static void
|
|
clutter_actor_set_rotation_internal (ClutterActor *self,
|
|
ClutterRotateAxis axis,
|
|
gdouble angle)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
|
|
g_object_ref (self);
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
switch (axis)
|
|
{
|
|
case CLUTTER_X_AXIS:
|
|
priv->rxang = angle;
|
|
g_object_notify (G_OBJECT (self), "rotation-angle-x");
|
|
break;
|
|
|
|
case CLUTTER_Y_AXIS:
|
|
priv->ryang = angle;
|
|
g_object_notify (G_OBJECT (self), "rotation-angle-y");
|
|
break;
|
|
|
|
case CLUTTER_Z_AXIS:
|
|
priv->rzang = angle;
|
|
g_object_notify (G_OBJECT (self), "rotation-angle-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_FIXED_X:
|
|
clutter_actor_set_x (actor, clutter_value_get_unit (value));
|
|
break;
|
|
case PROP_FIXED_Y:
|
|
clutter_actor_set_y (actor, clutter_value_get_unit (value));
|
|
break;
|
|
case PROP_FIXED_POSITION_SET:
|
|
clutter_actor_set_fixed_position_set (actor, g_value_get_boolean (value));
|
|
break;
|
|
case PROP_MIN_WIDTH:
|
|
clutter_actor_set_min_width (actor, clutter_value_get_unit (value));
|
|
break;
|
|
case PROP_MIN_HEIGHT:
|
|
clutter_actor_set_min_height (actor, clutter_value_get_unit (value));
|
|
break;
|
|
case PROP_NATURAL_WIDTH:
|
|
clutter_actor_set_natural_width (actor, clutter_value_get_unit (value));
|
|
break;
|
|
case PROP_NATURAL_HEIGHT:
|
|
clutter_actor_set_natural_height (actor, clutter_value_get_unit (value));
|
|
break;
|
|
case PROP_MIN_WIDTH_SET:
|
|
clutter_actor_set_min_width_set (actor, g_value_get_boolean (value));
|
|
break;
|
|
case PROP_MIN_HEIGHT_SET:
|
|
clutter_actor_set_min_height_set (actor, g_value_get_boolean (value));
|
|
break;
|
|
case PROP_NATURAL_WIDTH_SET:
|
|
clutter_actor_set_natural_width_set (actor, g_value_get_boolean (value));
|
|
break;
|
|
case PROP_NATURAL_HEIGHT_SET:
|
|
clutter_actor_set_natural_height_set (actor, g_value_get_boolean (value));
|
|
break;
|
|
case PROP_REQUEST_MODE:
|
|
clutter_actor_set_request_mode (actor, g_value_get_enum (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_scale (actor,
|
|
g_value_get_double (value),
|
|
priv->scale_y);
|
|
break;
|
|
case PROP_SCALE_Y:
|
|
clutter_actor_set_scale (actor,
|
|
priv->scale_x,
|
|
g_value_get_double (value));
|
|
break;
|
|
case PROP_SCALE_CENTER_X:
|
|
{
|
|
gint center_x = g_value_get_int (value);
|
|
gfloat center_y;
|
|
|
|
clutter_anchor_coord_get_units (actor, &priv->scale_center,
|
|
NULL,
|
|
¢er_y,
|
|
NULL);
|
|
clutter_actor_set_scale_full (actor,
|
|
priv->scale_x,
|
|
priv->scale_y,
|
|
center_x,
|
|
center_y);
|
|
}
|
|
break;
|
|
case PROP_SCALE_CENTER_Y:
|
|
{
|
|
gint center_y = g_value_get_int (value);
|
|
gfloat center_x;
|
|
|
|
clutter_anchor_coord_get_units (actor, &priv->scale_center,
|
|
¢er_x,
|
|
NULL,
|
|
NULL);
|
|
clutter_actor_set_scale_full (actor,
|
|
priv->scale_x,
|
|
priv->scale_y,
|
|
center_x,
|
|
center_y);
|
|
}
|
|
break;
|
|
case PROP_SCALE_GRAVITY:
|
|
clutter_actor_set_scale_with_gravity (actor,
|
|
priv->scale_x,
|
|
priv->scale_y,
|
|
g_value_get_enum (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_CLIP_TO_ALLOCATION:
|
|
if (priv->clip_to_allocation != g_value_get_boolean (value))
|
|
{
|
|
priv->clip_to_allocation = g_value_get_boolean (value);
|
|
clutter_actor_queue_redraw (actor);
|
|
}
|
|
break;
|
|
case PROP_REACTIVE:
|
|
clutter_actor_set_reactive (actor, g_value_get_boolean (value));
|
|
break;
|
|
case PROP_ROTATION_ANGLE_X:
|
|
clutter_actor_set_rotation_internal (actor,
|
|
CLUTTER_X_AXIS,
|
|
g_value_get_double (value));
|
|
break;
|
|
case PROP_ROTATION_ANGLE_Y:
|
|
clutter_actor_set_rotation_internal (actor,
|
|
CLUTTER_Y_AXIS,
|
|
g_value_get_double (value));
|
|
break;
|
|
case PROP_ROTATION_ANGLE_Z:
|
|
clutter_actor_set_rotation_internal (actor,
|
|
CLUTTER_Z_AXIS,
|
|
g_value_get_double (value));
|
|
break;
|
|
case PROP_ROTATION_CENTER_X:
|
|
{
|
|
const ClutterVertex *center;
|
|
|
|
if ((center = g_value_get_boxed (value)))
|
|
clutter_actor_set_rotation (actor,
|
|
CLUTTER_X_AXIS,
|
|
priv->rxang,
|
|
center->x,
|
|
center->y,
|
|
center->z);
|
|
}
|
|
break;
|
|
case PROP_ROTATION_CENTER_Y:
|
|
{
|
|
const ClutterVertex *center;
|
|
|
|
if ((center = g_value_get_boxed (value)))
|
|
clutter_actor_set_rotation (actor,
|
|
CLUTTER_Y_AXIS,
|
|
priv->ryang,
|
|
center->x,
|
|
center->y,
|
|
center->z);
|
|
}
|
|
break;
|
|
case PROP_ROTATION_CENTER_Z:
|
|
{
|
|
const ClutterVertex *center;
|
|
|
|
if ((center = g_value_get_boxed (value)))
|
|
clutter_actor_set_rotation (actor,
|
|
CLUTTER_Z_AXIS,
|
|
priv->rzang,
|
|
center->x,
|
|
center->y,
|
|
center->z);
|
|
}
|
|
break;
|
|
case PROP_ROTATION_CENTER_Z_GRAVITY:
|
|
clutter_actor_set_z_rotation_from_gravity
|
|
(actor, priv->rzang, g_value_get_enum (value));
|
|
break;
|
|
case PROP_ANCHOR_X:
|
|
{
|
|
gint anchor_x = g_value_get_int (value);
|
|
gfloat anchor_y;
|
|
|
|
clutter_anchor_coord_get_units (actor, &priv->anchor,
|
|
NULL,
|
|
&anchor_y,
|
|
NULL);
|
|
clutter_actor_set_anchor_point (actor, anchor_x, anchor_y);
|
|
}
|
|
break;
|
|
case PROP_ANCHOR_Y:
|
|
{
|
|
gint anchor_y = g_value_get_int (value);
|
|
gfloat anchor_x;
|
|
|
|
clutter_anchor_coord_get_units (actor, &priv->anchor,
|
|
&anchor_x,
|
|
NULL,
|
|
NULL);
|
|
clutter_actor_set_anchor_point (actor, anchor_x, anchor_y);
|
|
}
|
|
break;
|
|
case PROP_ANCHOR_GRAVITY:
|
|
clutter_actor_set_anchor_point_from_gravity (actor,
|
|
g_value_get_enum (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_FIXED_X:
|
|
clutter_value_set_unit (value, priv->fixed_x);
|
|
break;
|
|
case PROP_FIXED_Y:
|
|
clutter_value_set_unit (value, priv->fixed_y);
|
|
break;
|
|
case PROP_FIXED_POSITION_SET:
|
|
g_value_set_boolean (value, priv->position_set);
|
|
break;
|
|
case PROP_MIN_WIDTH:
|
|
clutter_value_set_unit (value, priv->request_min_width);
|
|
break;
|
|
case PROP_MIN_HEIGHT:
|
|
clutter_value_set_unit (value, priv->request_min_height);
|
|
break;
|
|
case PROP_NATURAL_WIDTH:
|
|
clutter_value_set_unit (value, priv->request_natural_width);
|
|
break;
|
|
case PROP_NATURAL_HEIGHT:
|
|
clutter_value_set_unit (value, priv->request_natural_height);
|
|
break;
|
|
case PROP_MIN_WIDTH_SET:
|
|
g_value_set_boolean (value, priv->min_width_set);
|
|
break;
|
|
case PROP_MIN_HEIGHT_SET:
|
|
g_value_set_boolean (value, priv->min_height_set);
|
|
break;
|
|
case PROP_NATURAL_WIDTH_SET:
|
|
g_value_set_boolean (value, priv->natural_width_set);
|
|
break;
|
|
case PROP_NATURAL_HEIGHT_SET:
|
|
g_value_set_boolean (value, priv->natural_height_set);
|
|
break;
|
|
case PROP_REQUEST_MODE:
|
|
g_value_set_enum (value, priv->request_mode);
|
|
break;
|
|
case PROP_ALLOCATION:
|
|
g_value_set_boxed (value, &priv->allocation);
|
|
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));
|
|
break;
|
|
case PROP_MAPPED:
|
|
g_value_set_boolean (value, CLUTTER_ACTOR_IS_MAPPED (actor));
|
|
break;
|
|
case PROP_REALIZED:
|
|
g_value_set_boolean (value, CLUTTER_ACTOR_IS_REALIZED (actor));
|
|
break;
|
|
case PROP_HAS_CLIP:
|
|
g_value_set_boolean (value, priv->has_clip);
|
|
break;
|
|
case PROP_CLIP:
|
|
{
|
|
ClutterGeometry clip = { 0, };
|
|
|
|
clip.x = priv->clip[0];
|
|
clip.y = priv->clip[1];
|
|
clip.width = priv->clip[2];
|
|
clip.height = priv->clip[3];
|
|
|
|
g_value_set_boxed (value, &clip);
|
|
}
|
|
break;
|
|
case PROP_CLIP_TO_ALLOCATION:
|
|
g_value_set_boolean (value, priv->clip_to_allocation);
|
|
break;
|
|
case PROP_SCALE_X:
|
|
g_value_set_double (value, priv->scale_x);
|
|
break;
|
|
case PROP_SCALE_Y:
|
|
g_value_set_double (value, priv->scale_y);
|
|
break;
|
|
case PROP_SCALE_CENTER_X:
|
|
{
|
|
gfloat center;
|
|
|
|
clutter_actor_get_scale_center (actor, ¢er, NULL);
|
|
|
|
g_value_set_int (value, center);
|
|
}
|
|
break;
|
|
case PROP_SCALE_CENTER_Y:
|
|
{
|
|
gfloat center;
|
|
|
|
clutter_actor_get_scale_center (actor, NULL, ¢er);
|
|
|
|
g_value_set_int (value, center);
|
|
}
|
|
break;
|
|
case PROP_SCALE_GRAVITY:
|
|
g_value_set_enum (value, clutter_actor_get_scale_gravity (actor));
|
|
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, priv->rxang);
|
|
break;
|
|
case PROP_ROTATION_ANGLE_Y:
|
|
g_value_set_double (value, priv->ryang);
|
|
break;
|
|
case PROP_ROTATION_ANGLE_Z:
|
|
g_value_set_double (value, priv->rzang);
|
|
break;
|
|
case PROP_ROTATION_CENTER_X:
|
|
{
|
|
ClutterVertex center;
|
|
|
|
clutter_actor_get_rotation (actor, CLUTTER_X_AXIS,
|
|
¢er.x,
|
|
¢er.y,
|
|
¢er.z);
|
|
|
|
g_value_set_boxed (value, ¢er);
|
|
}
|
|
break;
|
|
case PROP_ROTATION_CENTER_Y:
|
|
{
|
|
ClutterVertex center;
|
|
|
|
clutter_actor_get_rotation (actor, CLUTTER_Y_AXIS,
|
|
¢er.x,
|
|
¢er.y,
|
|
¢er.z);
|
|
|
|
g_value_set_boxed (value, ¢er);
|
|
}
|
|
break;
|
|
case PROP_ROTATION_CENTER_Z:
|
|
{
|
|
ClutterVertex center;
|
|
|
|
clutter_actor_get_rotation (actor, CLUTTER_Z_AXIS,
|
|
¢er.x,
|
|
¢er.y,
|
|
¢er.z);
|
|
|
|
g_value_set_boxed (value, ¢er);
|
|
}
|
|
break;
|
|
case PROP_ROTATION_CENTER_Z_GRAVITY:
|
|
g_value_set_enum (value, clutter_actor_get_z_rotation_gravity (actor));
|
|
break;
|
|
case PROP_ANCHOR_X:
|
|
{
|
|
gfloat anchor_x;
|
|
|
|
clutter_anchor_coord_get_units (actor, &priv->anchor,
|
|
&anchor_x,
|
|
NULL,
|
|
NULL);
|
|
g_value_set_int (value, anchor_x);
|
|
}
|
|
break;
|
|
case PROP_ANCHOR_Y:
|
|
{
|
|
gfloat anchor_y;
|
|
|
|
clutter_anchor_coord_get_units (actor, &priv->anchor,
|
|
NULL,
|
|
&anchor_y,
|
|
NULL);
|
|
g_value_set_int (value, anchor_y);
|
|
}
|
|
break;
|
|
case PROP_ANCHOR_GRAVITY:
|
|
g_value_set_enum (value, clutter_actor_get_anchor_point_gravity (actor));
|
|
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);
|
|
ClutterActorPrivate *priv = self->priv;
|
|
|
|
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);
|
|
|
|
/* avoid recursing when called from clutter_actor_destroy() */
|
|
if (priv->parent_actor)
|
|
{
|
|
ClutterActor *parent = priv->parent_actor;
|
|
|
|
if (CLUTTER_IS_CONTAINER (parent))
|
|
clutter_container_remove_actor (CLUTTER_CONTAINER (parent), self);
|
|
else
|
|
priv->parent_actor = NULL;
|
|
}
|
|
|
|
/* parent should be gone */
|
|
g_assert (priv->parent_actor == NULL);
|
|
|
|
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL))
|
|
{
|
|
/* can't be mapped or realized with no parent */
|
|
g_assert (!CLUTTER_ACTOR_IS_MAPPED (self));
|
|
g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
|
|
}
|
|
|
|
destroy_shader_data (self);
|
|
|
|
if (priv->pango_context)
|
|
{
|
|
g_object_unref (priv->pango_context);
|
|
priv->pango_context = NULL;
|
|
}
|
|
|
|
g_signal_emit (self, actor_signals[DESTROY], 0);
|
|
|
|
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);
|
|
GParamSpec *pspec;
|
|
|
|
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 in pixels. If written, forces a fixed
|
|
* position for the actor. If read, returns the fixed position if any,
|
|
* otherwise the allocation if available, otherwise 0.
|
|
*/
|
|
pspec = g_param_spec_int ("x",
|
|
"X coordinate",
|
|
"X coordinate of the actor",
|
|
-G_MAXINT, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_X, pspec);
|
|
|
|
/**
|
|
* ClutterActor:y:
|
|
*
|
|
* Y coordinate of the actor in pixels. If written, forces a fixed
|
|
* position for the actor. If read, returns the fixed position if
|
|
* any, otherwise the allocation if available, otherwise 0.
|
|
*/
|
|
pspec = g_param_spec_int ("y",
|
|
"Y coordinate",
|
|
"Y coordinate of the actor",
|
|
-G_MAXINT, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_Y, pspec);
|
|
|
|
/**
|
|
* ClutterActor:width:
|
|
*
|
|
* Width of the actor (in pixels). If written, forces the minimum and
|
|
* natural size request of the actor to the given width. If read, returns
|
|
* the allocated width if available, otherwise the width request.
|
|
*/
|
|
pspec = g_param_spec_int ("width",
|
|
"Width",
|
|
"Width of the actor",
|
|
0, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_WIDTH, pspec);
|
|
/**
|
|
* ClutterActor:height:
|
|
*
|
|
* Height of the actor (in pixels). If written, forces the minimum and
|
|
* natural size request of the actor to the given height. If read, returns
|
|
* the allocated height if available, otherwise the height request.
|
|
*/
|
|
pspec = g_param_spec_int ("height",
|
|
"Height",
|
|
"Height of the actor",
|
|
0, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_HEIGHT, pspec);
|
|
|
|
/**
|
|
* ClutterActor:fixed-x:
|
|
*
|
|
* The fixed X position of the actor in pixels.
|
|
*
|
|
* Writing this property sets #ClutterActor:fixed-position-set
|
|
* property as well, as a side effect
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = clutter_param_spec_unit ("fixed-x",
|
|
"Fixed X",
|
|
"Forced X position of the actor",
|
|
CLUTTER_MINUNIT, CLUTTER_MAXUNIT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_FIXED_X, pspec);
|
|
|
|
/**
|
|
* ClutterActor:fixed-y:
|
|
*
|
|
* The fixed Y position of the actor in pixels.
|
|
*
|
|
* Writing this property sets the #ClutterActor:fixed-position-set
|
|
* property as well, as a side effect
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = clutter_param_spec_unit ("fixed-y",
|
|
"Fixed Y",
|
|
"Forced Y position of the actor",
|
|
CLUTTER_MINUNIT, CLUTTER_MAXUNIT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_FIXED_Y, pspec);
|
|
|
|
/**
|
|
* ClutterActor:fixed-position-set:
|
|
*
|
|
* This flag controls whether the #ClutterActor:fixed-x and
|
|
* #ClutterActor:fixed-y properties are used
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = g_param_spec_boolean ("fixed-position-set",
|
|
"Fixed position set",
|
|
"Whether to use fixed positioning "
|
|
"for the actor",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class,
|
|
PROP_FIXED_POSITION_SET,
|
|
pspec);
|
|
|
|
/**
|
|
* ClutterActor:min-width:
|
|
*
|
|
* A forced minimum width request for the actor, in pixels
|
|
*
|
|
* Writing this property sets the #ClutterActor:min-width-set property
|
|
* as well, as a side effect.
|
|
*
|
|
*This property overrides the usual width request of the actor.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = clutter_param_spec_unit ("min-width",
|
|
"Min Width",
|
|
"Forced minimum width request "
|
|
"for the actor",
|
|
0, CLUTTER_MAXUNIT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_MIN_WIDTH, pspec);
|
|
|
|
/**
|
|
* ClutterActor:min-height:
|
|
*
|
|
* A forced minimum height request for the actor, in pixels
|
|
*
|
|
* Writing this property sets the #ClutterActor:min-height-set property
|
|
* as well, as a side effect. This property overrides the usual height
|
|
* request of the actor.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = clutter_param_spec_unit ("min-height",
|
|
"Min Height",
|
|
"Forced minimum height request "
|
|
"for the actor",
|
|
0, CLUTTER_MAXUNIT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_MIN_HEIGHT, pspec);
|
|
|
|
/**
|
|
* ClutterActor:natural-width:
|
|
*
|
|
* A forced natural width request for the actor, in pixels
|
|
*
|
|
* Writing this property sets the #ClutterActor:natural-width-set
|
|
* property as well, as a side effect. This property overrides the
|
|
* usual width request of the actor
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = clutter_param_spec_unit ("natural-width",
|
|
"Natural Width",
|
|
"Forced natural width request "
|
|
"for the actor",
|
|
0, CLUTTER_MAXUNIT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_NATURAL_WIDTH, pspec);
|
|
|
|
/**
|
|
* ClutterActor:natural-height:
|
|
*
|
|
* A forced natural height request for the actor, in pixels
|
|
*
|
|
* Writing this property sets the #ClutterActor:natural-height-set
|
|
* property as well, as a side effect. This property overrides the
|
|
* usual height request of the actor
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = clutter_param_spec_unit ("natural-height",
|
|
"Natural Height",
|
|
"Forced natural height request "
|
|
"for the actor",
|
|
0, CLUTTER_MAXUNIT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_NATURAL_HEIGHT, pspec);
|
|
|
|
/**
|
|
* ClutterActor:min-width-set:
|
|
*
|
|
* This flag controls whether the #ClutterActor:min-width property
|
|
* is used
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = g_param_spec_boolean ("min-width-set",
|
|
"Minimum width set",
|
|
"Whether to use the min-width property",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_MIN_WIDTH_SET, pspec);
|
|
|
|
/**
|
|
* ClutterActor:min-height-set:
|
|
*
|
|
* This flag controls whether the #ClutterActor:min-height property
|
|
* is used
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = g_param_spec_boolean ("min-height-set",
|
|
"Minimum height set",
|
|
"Whether to use the min-height property",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_MIN_HEIGHT_SET, pspec);
|
|
|
|
/**
|
|
* ClutterActor:natural-width-set:
|
|
*
|
|
* This flag controls whether the #ClutterActor:natural-width property
|
|
* is used
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = g_param_spec_boolean ("natural-width-set",
|
|
"Natural width set",
|
|
"Whether to use the natural-width property",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class,
|
|
PROP_NATURAL_WIDTH_SET,
|
|
pspec);
|
|
|
|
/**
|
|
* ClutterActor:natural-height-set:
|
|
*
|
|
* This flag controls whether the #ClutterActor:natural-height property
|
|
* is used
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = g_param_spec_boolean ("natural-height-set",
|
|
"Natural height set",
|
|
"Whether to use the natural-height property",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class,
|
|
PROP_NATURAL_HEIGHT_SET,
|
|
pspec);
|
|
|
|
/**
|
|
* ClutterActor:allocation:
|
|
*
|
|
* The allocation for the actor, in pixels
|
|
*
|
|
* This is property is read-only, but you might monitor it to know when an
|
|
* actor moves or resizes
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = g_param_spec_boxed ("allocation",
|
|
"Allocation",
|
|
"The actor's allocation",
|
|
CLUTTER_TYPE_ACTOR_BOX,
|
|
CLUTTER_PARAM_READABLE);
|
|
g_object_class_install_property (object_class, PROP_ALLOCATION, pspec);
|
|
|
|
/**
|
|
* ClutterActor:request-mode:
|
|
*
|
|
* Request mode for the #ClutterActor. The request mode determines the
|
|
* type of geometry management used by the actor, either height for width
|
|
* (the default) or width for height.
|
|
*
|
|
* For actors implementing height for width, the parent container should get
|
|
* the preferred width first, and then the preferred height for that width.
|
|
*
|
|
* For actors implementing width for height, the parent container should get
|
|
* the preferred height first, and then the preferred width for that height.
|
|
*
|
|
* For instance:
|
|
*
|
|
* |[
|
|
* ClutterRequestMode mode;
|
|
* gfloat natural_width, min_width;
|
|
* gfloat natural_height, min_height;
|
|
*
|
|
* g_object_get (G_OBJECT (child), "request-mode", &mode, NULL);
|
|
* if (mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
|
|
* {
|
|
* clutter_actor_get_preferred_width (child, -1,
|
|
* &min_width,
|
|
* &natural_width);
|
|
* clutter_actor_get_preferred_height (child, natural_width,
|
|
* &min_height,
|
|
* &natural_height);
|
|
* }
|
|
* else
|
|
* {
|
|
* clutter_actor_get_preferred_height (child, -1,
|
|
* &min_height,
|
|
* &natural_height);
|
|
* clutter_actor_get_preferred_width (child, natural_height,
|
|
* &min_width,
|
|
* &natural_width);
|
|
* }
|
|
* ]|
|
|
*
|
|
* will retrieve the minimum and natural width and height depending on the
|
|
* preferred request mode of the #ClutterActor "child".
|
|
*
|
|
* The clutter_actor_get_preferred_size() function will implement this
|
|
* check for you.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = g_param_spec_enum ("request-mode",
|
|
"Request Mode",
|
|
"The actor's request mode",
|
|
CLUTTER_TYPE_REQUEST_MODE,
|
|
CLUTTER_REQUEST_HEIGHT_FOR_WIDTH,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_REQUEST_MODE, pspec);
|
|
|
|
/**
|
|
* ClutterActor:depth:
|
|
*
|
|
* Depth of the actor.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
pspec = g_param_spec_int ("depth",
|
|
"Depth",
|
|
"Depth of actor",
|
|
-G_MAXINT, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_DEPTH, pspec);
|
|
|
|
/**
|
|
* ClutterActor:opacity:
|
|
*
|
|
* Opacity of the actor, between 0 (fully transparent) and
|
|
* 255 (fully opaque)
|
|
*/
|
|
pspec = g_param_spec_uchar ("opacity",
|
|
"Opacity",
|
|
"Opacity of actor",
|
|
0, 0xff,
|
|
0xff,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_OPACITY, pspec);
|
|
|
|
/**
|
|
* ClutterActor:visible:
|
|
*
|
|
* Whether the actor is set to be visible or not
|
|
*
|
|
* See also #ClutterActor:mapped
|
|
*/
|
|
pspec = g_param_spec_boolean ("visible",
|
|
"Visible",
|
|
"Whether the actor is visible or not",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_VISIBLE, pspec);
|
|
|
|
/**
|
|
* ClutterActor:mapped:
|
|
*
|
|
* Whether the actor is mapped (will be painted when the stage
|
|
* to which it belongs is mapped)
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
pspec = g_param_spec_boolean ("mapped",
|
|
"Mapped",
|
|
"Whether the actor will be painted",
|
|
FALSE,
|
|
CLUTTER_PARAM_READABLE);
|
|
g_object_class_install_property (object_class, PROP_MAPPED, pspec);
|
|
|
|
/**
|
|
* ClutterActor:realized:
|
|
*
|
|
* Whether the actor has been realized
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
pspec = g_param_spec_boolean ("realized",
|
|
"Realized",
|
|
"Whether the actor has been realized",
|
|
FALSE,
|
|
CLUTTER_PARAM_READABLE);
|
|
g_object_class_install_property (object_class, PROP_REALIZED, pspec);
|
|
|
|
/**
|
|
* ClutterActor:reactive:
|
|
*
|
|
* Whether the actor is reactive to events or not
|
|
*
|
|
* Only reactive actors will emit event-related signals
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
pspec = g_param_spec_boolean ("reactive",
|
|
"Reactive",
|
|
"Whether the actor is reactive to events",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_REACTIVE, pspec);
|
|
|
|
/**
|
|
* ClutterActor:has-clip:
|
|
*
|
|
* Whether the actor has the #ClutterActor:clip property set or not
|
|
*/
|
|
pspec = g_param_spec_boolean ("has-clip",
|
|
"Has Clip",
|
|
"Whether the actor has a clip set",
|
|
FALSE,
|
|
CLUTTER_PARAM_READABLE);
|
|
g_object_class_install_property (object_class, PROP_HAS_CLIP, pspec);
|
|
|
|
/**
|
|
* ClutterActor:clip:
|
|
*
|
|
* The clip region for the actor, in actor-relative coordinates
|
|
*
|
|
* Every part of the actor outside the clip region will not be
|
|
* painted
|
|
*/
|
|
pspec = g_param_spec_boxed ("clip",
|
|
"Clip",
|
|
"The clip region for the actor",
|
|
CLUTTER_TYPE_GEOMETRY,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_CLIP, pspec);
|
|
|
|
/**
|
|
* ClutterActor:name:
|
|
*
|
|
* The name of the actor
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
pspec = g_param_spec_string ("name",
|
|
"Name",
|
|
"Name of the actor",
|
|
NULL,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_NAME, pspec);
|
|
|
|
/**
|
|
* ClutterActor:scale-x:
|
|
*
|
|
* The horizontal scale of the actor
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
pspec = g_param_spec_double ("scale-x",
|
|
"Scale X",
|
|
"Scale factor on the X axis",
|
|
0.0, G_MAXDOUBLE,
|
|
1.0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_SCALE_X, pspec);
|
|
|
|
/**
|
|
* ClutterActor:scale-y:
|
|
*
|
|
* The vertical scale of the actor
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
pspec = g_param_spec_double ("scale-y",
|
|
"Scale Y",
|
|
"Scale factor on the Y axis",
|
|
0.0, G_MAXDOUBLE,
|
|
1.0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_SCALE_Y, pspec);
|
|
|
|
/**
|
|
* ClutterActor:scale-center-x:
|
|
*
|
|
* The horizontal center point for scaling
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
pspec = g_param_spec_int ("scale-center-x",
|
|
"Scale-Center-X",
|
|
"Horizontal scale center",
|
|
G_MININT, G_MAXINT, 0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_SCALE_CENTER_X, pspec);
|
|
|
|
/**
|
|
* ClutterActor:scale-center-y:
|
|
*
|
|
* The vertical center point for scaling
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
pspec = g_param_spec_int ("scale-center-y",
|
|
"Scale-Center-Y",
|
|
"Vertical scale center",
|
|
G_MININT, G_MAXINT, 0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_SCALE_CENTER_Y, pspec);
|
|
|
|
/**
|
|
* ClutterActor:scale-gravity:
|
|
*
|
|
* The center point for scaling expressed as a #ClutterGravity
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
pspec = g_param_spec_enum ("scale-gravity",
|
|
"Scale-Gravity",
|
|
"The center of scaling",
|
|
CLUTTER_TYPE_GRAVITY,
|
|
CLUTTER_GRAVITY_NONE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class,
|
|
PROP_SCALE_GRAVITY,
|
|
pspec);
|
|
|
|
/**
|
|
* ClutterActor:rotation-angle-x:
|
|
*
|
|
* The rotation angle on the X axis
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
pspec = g_param_spec_double ("rotation-angle-x",
|
|
"Rotation Angle X",
|
|
"The rotation angle on the X axis",
|
|
-G_MAXDOUBLE, G_MAXDOUBLE,
|
|
0.0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_ROTATION_ANGLE_X, pspec);
|
|
|
|
/**
|
|
* ClutterActor:rotation-angle-y:
|
|
*
|
|
* The rotation angle on the Y axis
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
pspec = g_param_spec_double ("rotation-angle-y",
|
|
"Rotation Angle Y",
|
|
"The rotation angle on the Y axis",
|
|
-G_MAXDOUBLE, G_MAXDOUBLE,
|
|
0.0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_ROTATION_ANGLE_Y, pspec);
|
|
|
|
/**
|
|
* ClutterActor:rotation-angle-z:
|
|
*
|
|
* The rotation angle on the Z axis
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
pspec = g_param_spec_double ("rotation-angle-z",
|
|
"Rotation Angle Z",
|
|
"The rotation angle on the Z axis",
|
|
-G_MAXDOUBLE, G_MAXDOUBLE,
|
|
0.0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_ROTATION_ANGLE_Z, pspec);
|
|
|
|
/**
|
|
* ClutterActor:rotation-center-x:
|
|
*
|
|
* The rotation center on the X axis.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
pspec = g_param_spec_boxed ("rotation-center-x",
|
|
"Rotation Center X",
|
|
"The rotation center on the X axis",
|
|
CLUTTER_TYPE_VERTEX,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class,
|
|
PROP_ROTATION_CENTER_X,
|
|
pspec);
|
|
|
|
/**
|
|
* ClutterActor:rotation-center-y:
|
|
*
|
|
* The rotation center on the Y axis.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
pspec = g_param_spec_boxed ("rotation-center-y",
|
|
"Rotation Center Y",
|
|
"The rotation center on the Y axis",
|
|
CLUTTER_TYPE_VERTEX,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class,
|
|
PROP_ROTATION_CENTER_Y,
|
|
pspec);
|
|
|
|
/**
|
|
* ClutterActor:rotation-center-z:
|
|
*
|
|
* The rotation center on the Z axis.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
pspec = g_param_spec_boxed ("rotation-center-z",
|
|
"Rotation Center Z",
|
|
"The rotation center on the Z axis",
|
|
CLUTTER_TYPE_VERTEX,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class,
|
|
PROP_ROTATION_CENTER_Z,
|
|
pspec);
|
|
|
|
/**
|
|
* ClutterActor:rotation-center-z-gravity:
|
|
*
|
|
* The rotation center on the Z axis expressed as a #ClutterGravity.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
pspec = g_param_spec_enum ("rotation-center-z-gravity",
|
|
"Rotation-Center-Z-Gravity",
|
|
"Center point for rotation around the Z axis",
|
|
CLUTTER_TYPE_GRAVITY,
|
|
CLUTTER_GRAVITY_NONE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class,
|
|
PROP_ROTATION_CENTER_Z_GRAVITY,
|
|
pspec);
|
|
|
|
/**
|
|
* ClutterActor:anchor-x:
|
|
*
|
|
* The X coordinate of an actor's anchor point, relative to
|
|
* the actor coordinate space, in pixels
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = g_param_spec_int ("anchor-x",
|
|
"Anchor X",
|
|
"X coordinate of the anchor point",
|
|
-G_MAXINT, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_ANCHOR_X, pspec);
|
|
|
|
/**
|
|
* ClutterActor:anchor-y:
|
|
*
|
|
* The Y coordinate of an actor's anchor point, relative to
|
|
* the actor coordinate space, in pixels
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
pspec = g_param_spec_int ("anchor-y",
|
|
"Anchor Y",
|
|
"Y coordinate of the anchor point",
|
|
-G_MAXINT, G_MAXINT,
|
|
0,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class, PROP_ANCHOR_Y, pspec);
|
|
|
|
/**
|
|
* ClutterActor:anchor-gravity:
|
|
*
|
|
* The anchor point expressed as a #ClutterGravity
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
pspec = g_param_spec_enum ("anchor-gravity",
|
|
"Anchor-Gravity",
|
|
"The anchor point as a ClutterGravity",
|
|
CLUTTER_TYPE_GRAVITY,
|
|
CLUTTER_GRAVITY_NONE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class,
|
|
PROP_ANCHOR_GRAVITY, pspec);
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
pspec = g_param_spec_boolean ("show-on-set-parent",
|
|
"Show on set parent",
|
|
"Whether the actor is shown when parented",
|
|
TRUE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class,
|
|
PROP_SHOW_ON_SET_PARENT,
|
|
pspec);
|
|
|
|
/**
|
|
* ClutterActor:clip-to-allocation:
|
|
*
|
|
* Whether the clip region should track the allocated area
|
|
* of the actor.
|
|
*
|
|
* This property is ignored if a clip area has been explicitly
|
|
* set using clutter_actor_set_clip().
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
pspec = g_param_spec_boolean ("clip-to-allocation",
|
|
"Clip to Allocation",
|
|
"Sets the clip region to track the "
|
|
"actor's allocation",
|
|
FALSE,
|
|
CLUTTER_PARAM_READWRITE);
|
|
g_object_class_install_property (object_class,
|
|
PROP_CLIP_TO_ALLOCATION,
|
|
pspec);
|
|
|
|
/**
|
|
* 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 (I_("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 (I_("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 (I_("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 (I_("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::queue-redraw:
|
|
* @actor: the actor we're bubbling the redraw request through
|
|
* @origin: the actor which initiated the redraw request
|
|
*
|
|
* The ::queue_redraw signal is emitted when clutter_actor_queue_redraw()
|
|
* is called on @origin.
|
|
*
|
|
* The default implementation for #ClutterActor chains up to the
|
|
* parent actor and queues a redraw on the parent, thus "bubbling"
|
|
* the redraw queue up through the actor graph. The default
|
|
* implementation for #ClutterStage queues a clutter_redraw() in a
|
|
* main loop idle handler.
|
|
*
|
|
* Note that the @origin actor may be the stage, or a container; it
|
|
* does not have to be a leaf node in the actor graph.
|
|
*
|
|
* Toolkits embedding a #ClutterStage which require a redraw and
|
|
* relayout cycle can stop the emission of this signal using the
|
|
* GSignal API, redraw the UI and then call clutter_redraw()
|
|
* themselves, like:
|
|
*
|
|
* |[
|
|
* static void
|
|
* on_redraw_complete (void)
|
|
* {
|
|
* /* execute the Clutter drawing pipeline */
|
|
* clutter_redraw ();
|
|
* }
|
|
*
|
|
* static void
|
|
* on_stage_queue_redraw (ClutterStage *stage)
|
|
* {
|
|
* /* this prevents the default handler to run */
|
|
* g_signal_stop_emission_by_name (stage, "queue-redraw");
|
|
*
|
|
* /* queue a redraw with the host toolkit and call
|
|
* * a function when the redraw has been completed
|
|
* */
|
|
* queue_a_redraw (G_CALLBACK (on_redraw_complete));
|
|
* }
|
|
* ]|
|
|
*
|
|
* <note><para>This signal is emitted before the Clutter paint
|
|
* pipeline is executed. If you want to know when the pipeline has
|
|
* been completed you should connect to the ::paint signal on the
|
|
* Stage with g_signal_connect_after().</para></note>
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
actor_signals[QUEUE_REDRAW] =
|
|
g_signal_new (I_("queue-redraw"),
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
|
|
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 (I_("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 (I_("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 (I_("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 (I_("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 (I_("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 (I_("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 (I_("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::key-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[KEY_FOCUS_IN] =
|
|
g_signal_new (I_("key-focus-in"),
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, key_focus_in),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
|
|
/**
|
|
* ClutterActor::key-focus-out:
|
|
* @actor: the actor which now has key focus
|
|
*
|
|
* The ::key-focus-out signal is emitted when @actor loses key focus.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
actor_signals[KEY_FOCUS_OUT] =
|
|
g_signal_new (I_("key-focus-out"),
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, key_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 (I_("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 (I_("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 (I_("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);
|
|
|
|
/**
|
|
* ClutterActor::paint:
|
|
* @actor: the #ClutterActor that received the signal
|
|
*
|
|
* The ::paint signal is emitted each time an actor is being painted.
|
|
*
|
|
* Subclasses of #ClutterActor should override the class signal handler
|
|
* and paint themselves in that function.
|
|
*
|
|
* It is possible to connect a handler to the ::paint signal in order
|
|
* to set up some custom aspect of a paint.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
actor_signals[PAINT] =
|
|
g_signal_new (I_("paint"),
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, paint),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterActor::realize:
|
|
* @actor: the #ClutterActor that received the signal
|
|
*
|
|
* The ::realize signal is emitted each time an actor is being
|
|
* realized.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
actor_signals[REALIZE] =
|
|
g_signal_new (I_("realize"),
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, realize),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
/**
|
|
* ClutterActor::unrealize:
|
|
* @actor: the #ClutterActor that received the signal
|
|
*
|
|
* The ::unrealize signal is emitted each time an actor is being
|
|
* unrealized.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
actor_signals[UNREALIZE] =
|
|
g_signal_new (I_("unrealize"),
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, unrealize),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__VOID,
|
|
G_TYPE_NONE, 0);
|
|
|
|
/**
|
|
* ClutterActor::map:
|
|
* @actor: the #ClutterActor to map
|
|
*
|
|
* The ::map virtual functon must be overridden in order to call
|
|
* clutter_actor_map() on any child actors if the actor is not a
|
|
* #ClutterContainer. When overriding, it is mandatory to chain up
|
|
* to the parent implementation.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
|
|
/**
|
|
* ClutterActor::unmap:
|
|
* @actor: the #ClutterActor to unmap
|
|
*
|
|
* The ::unmap virtual functon must be overridden in order to call
|
|
* clutter_actor_unmap() on any child actors if the actor is not a
|
|
* #ClutterContainer. When overriding, it is mandatory to chain up
|
|
* to the parent implementation.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
|
|
/**
|
|
* ClutterActor::pick:
|
|
* @actor: the #ClutterActor that received the signal
|
|
* @color: the #ClutterColor to be used when picking
|
|
*
|
|
* The ::pick signal is emitted each time an actor is being painted
|
|
* in "pick mode". The pick mode is used to identify the actor during
|
|
* the event handling phase, or by clutter_stage_get_actor_at_pos().
|
|
* The actor should paint its shape using the passed @pick_color.
|
|
*
|
|
* Subclasses of #ClutterActor should override the class signal handler
|
|
* and paint themselves in that function.
|
|
*
|
|
* It is possible to connect a handler to the ::pick signal in order
|
|
* to set up some custom aspect of a paint in pick mode.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
actor_signals[PICK] =
|
|
g_signal_new (I_("pick"),
|
|
G_TYPE_FROM_CLASS (object_class),
|
|
G_SIGNAL_RUN_LAST,
|
|
G_STRUCT_OFFSET (ClutterActorClass, pick),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__BOXED,
|
|
G_TYPE_NONE, 1,
|
|
CLUTTER_TYPE_COLOR);
|
|
|
|
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->map = clutter_actor_real_map;
|
|
klass->unmap = clutter_actor_real_unmap;
|
|
klass->unrealize = clutter_actor_real_unrealize;
|
|
klass->pick = clutter_actor_real_pick;
|
|
klass->get_preferred_width = clutter_actor_real_get_preferred_width;
|
|
klass->get_preferred_height = clutter_actor_real_get_preferred_height;
|
|
klass->allocate = clutter_actor_real_allocate;
|
|
klass->queue_redraw = clutter_actor_real_queue_redraw;
|
|
}
|
|
|
|
static void
|
|
clutter_actor_init (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
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 = 1.0;
|
|
priv->scale_y = 1.0;
|
|
priv->shader_data = NULL;
|
|
priv->show_on_set_parent = TRUE;
|
|
|
|
priv->needs_width_request = TRUE;
|
|
priv->needs_height_request = TRUE;
|
|
priv->needs_allocation = TRUE;
|
|
|
|
priv->opacity_parent = NULL;
|
|
priv->enable_model_view_transform = TRUE;
|
|
|
|
memset (priv->clip, 0, sizeof (gfloat) * 4);
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
|
|
g_object_ref (self);
|
|
|
|
/* avoid recursion while destroying */
|
|
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_DESTRUCTION))
|
|
{
|
|
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
|
|
|
|
g_object_run_dispose (G_OBJECT (self));
|
|
|
|
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_DESTRUCTION);
|
|
}
|
|
|
|
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.
|
|
*
|
|
* This function will not do anything if @self is not visible, or
|
|
* if the actor is inside an invisible part of the scenegraph.
|
|
*
|
|
* Also be aware that painting is a NOP for actors with an opacity of
|
|
* 0
|
|
*/
|
|
void
|
|
clutter_actor_queue_redraw (ClutterActor *self)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_queue_redraw_with_origin (self, self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_queue_relayout:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Indicates that the actor's size request or other layout-affecting
|
|
* properties may have changed. This function is used inside #ClutterActor
|
|
* subclass implementations, not by applications directly.
|
|
*
|
|
* Queueing a new layout automatically queues a redraw as well.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_queue_relayout (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->needs_width_request &&
|
|
priv->needs_height_request &&
|
|
priv->needs_allocation)
|
|
return; /* save some cpu cycles */
|
|
|
|
priv->needs_width_request = TRUE;
|
|
priv->needs_height_request = TRUE;
|
|
priv->needs_allocation = TRUE;
|
|
|
|
/* always repaint also (no-op if not mapped) */
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
/* We need to go all the way up the hierarchy */
|
|
if (priv->parent_actor)
|
|
clutter_actor_queue_relayout (priv->parent_actor);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_preferred_size:
|
|
* @self: a #ClutterActor
|
|
* @min_width_p: (out) (allow-none): return location for the minimum width, or %NULL
|
|
* @min_height_p: (out) (allow-none): return location for the minimum height, or %NULL
|
|
* @natural_width_p: (out) (allow-none): return location for the natural width, or %NULL
|
|
* @natural_height_p: (out) (allow-none): return location for the natural height, or %NULL
|
|
*
|
|
* Computes the preferred minimum and natural size of an actor, taking into
|
|
* account the actor's geometry management (either height-for-width
|
|
* or width-for-height).
|
|
*
|
|
* The width and height used to compute the preferred height and preferred
|
|
* width are the actor's natural ones.
|
|
*
|
|
* If you need to control the height for the preferred width, or the width for
|
|
* the preferred height, you should use clutter_actor_get_preferred_width()
|
|
* and clutter_actor_get_preferred_height(), and check the actor's preferred
|
|
* geometry management using the #ClutterActor:request-mode property.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_preferred_size (ClutterActor *self,
|
|
gfloat *min_width_p,
|
|
gfloat *min_height_p,
|
|
gfloat *natural_width_p,
|
|
gfloat *natural_height_p)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
gfloat for_width, for_height;
|
|
gfloat min_width, min_height;
|
|
gfloat natural_width, natural_height;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
for_width = for_height = 0;
|
|
min_width = min_height = 0;
|
|
natural_width = natural_height = 0;
|
|
|
|
if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
|
|
{
|
|
CLUTTER_NOTE (LAYOUT, "Preferred size (height-for-width)");
|
|
clutter_actor_get_preferred_width (self, -1,
|
|
&min_width,
|
|
&natural_width);
|
|
clutter_actor_get_preferred_height (self, natural_width,
|
|
&min_height,
|
|
&natural_height);
|
|
}
|
|
else
|
|
{
|
|
CLUTTER_NOTE (LAYOUT, "Preferred size (width-for-height)");
|
|
clutter_actor_get_preferred_height (self, -1,
|
|
&min_height,
|
|
&natural_height);
|
|
clutter_actor_get_preferred_width (self, natural_height,
|
|
&min_width,
|
|
&natural_width);
|
|
}
|
|
|
|
if (min_width_p)
|
|
*min_width_p = min_width;
|
|
|
|
if (min_height_p)
|
|
*min_height_p = min_height;
|
|
|
|
if (natural_width_p)
|
|
*natural_width_p = natural_width;
|
|
|
|
if (natural_height_p)
|
|
*natural_height_p = natural_height;
|
|
}
|
|
|
|
#define FLOAT_EPSILON (1e-4) /* 1/1000 pixel is the precision used */
|
|
|
|
/**
|
|
* clutter_actor_get_preferred_width:
|
|
* @self: A #ClutterActor
|
|
* @for_height: available height when computing the preferred width,
|
|
* or a negative value to indicate that no height is defined
|
|
* @min_width_p: (out): return location for minimum width, or %NULL
|
|
* @natural_width_p: (out): return location for the natural width, or %NULL
|
|
*
|
|
* Computes the requested minimum and natural widths for an actor,
|
|
* optionally depending on the specified height, or if they are
|
|
* already computed, returns the cached values.
|
|
*
|
|
* An actor may not get its request - depending on the layout
|
|
* manager that's in effect.
|
|
*
|
|
* A request should not incorporate the actor's scale or anchor point;
|
|
* those transformations do not affect layout, only rendering.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_preferred_width (ClutterActor *self,
|
|
gfloat for_height,
|
|
gfloat *min_width_p,
|
|
gfloat *natural_width_p)
|
|
{
|
|
ClutterActorClass *klass;
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
klass = CLUTTER_ACTOR_GET_CLASS (self);
|
|
priv = self->priv;
|
|
|
|
if (priv->needs_width_request ||
|
|
priv->request_width_for_height != for_height)
|
|
{
|
|
gfloat min_width, natural_width;
|
|
|
|
min_width = natural_width = 0;
|
|
|
|
CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_height);
|
|
|
|
klass->get_preferred_width (self, for_height,
|
|
&min_width,
|
|
&natural_width);
|
|
|
|
if (natural_width < min_width - FLOAT_EPSILON)
|
|
{
|
|
g_warning ("Actor of type %s reported a natural width "
|
|
"of %.2f px lower than min width %.2f px",
|
|
G_OBJECT_TYPE_NAME (self),
|
|
natural_width,
|
|
min_width);
|
|
}
|
|
|
|
if (!priv->min_width_set)
|
|
priv->request_min_width = min_width;
|
|
|
|
if (!priv->natural_width_set)
|
|
priv->request_natural_width = natural_width;
|
|
|
|
priv->request_width_for_height = for_height;
|
|
priv->needs_width_request = FALSE;
|
|
}
|
|
|
|
if (min_width_p)
|
|
*min_width_p = priv->request_min_width;
|
|
|
|
if (natural_width_p)
|
|
*natural_width_p = priv->request_natural_width;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_preferred_height:
|
|
* @self: A #ClutterActor
|
|
* @for_width: available width to assume in computing desired height,
|
|
* or a negative value to indicate that no width is defined
|
|
* @min_height_p: (out): return location for minimum height, or %NULL
|
|
* @natural_height_p: (out): return location for natural height, or %NULL
|
|
*
|
|
* Computes the requested minimum and natural heights for an actor,
|
|
* or if they are already computed, returns the cached values.
|
|
*
|
|
* An actor may not get its request - depending on the layout
|
|
* manager that's in effect.
|
|
*
|
|
* A request should not incorporate the actor's scale or anchor point;
|
|
* those transformations do not affect layout, only rendering.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_preferred_height (ClutterActor *self,
|
|
gfloat for_width,
|
|
gfloat *min_height_p,
|
|
gfloat *natural_height_p)
|
|
{
|
|
ClutterActorClass *klass;
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
klass = CLUTTER_ACTOR_GET_CLASS (self);
|
|
priv = self->priv;
|
|
|
|
if (priv->needs_height_request ||
|
|
priv->request_height_for_width != for_width)
|
|
{
|
|
gfloat min_height, natural_height;
|
|
|
|
min_height = natural_height = 0;
|
|
|
|
CLUTTER_NOTE (LAYOUT, "Width request for %.2f px", for_width);
|
|
|
|
klass->get_preferred_height (self, for_width,
|
|
&min_height,
|
|
&natural_height);
|
|
|
|
if (natural_height < min_height - FLOAT_EPSILON)
|
|
{
|
|
g_warning ("Actor of type %s reported a natural height "
|
|
"of %.2f px lower than min height %.2f px",
|
|
G_OBJECT_TYPE_NAME (self),
|
|
natural_height,
|
|
min_height);
|
|
}
|
|
|
|
if (!priv->min_height_set)
|
|
priv->request_min_height = min_height;
|
|
|
|
if (!priv->natural_height_set)
|
|
priv->request_natural_height = natural_height;
|
|
|
|
priv->request_height_for_width = for_width;
|
|
priv->needs_height_request = FALSE;
|
|
}
|
|
|
|
if (min_height_p)
|
|
*min_height_p = priv->request_min_height;
|
|
|
|
if (natural_height_p)
|
|
*natural_height_p = priv->request_natural_height;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_allocation_coords:
|
|
* @self: A #ClutterActor
|
|
* @x_1: (out): x1 coordinate
|
|
* @y_1: (out): y1 coordinate
|
|
* @x_2: (out): x2 coordinate
|
|
* @y_2: (out): y2 coordinate
|
|
*
|
|
* Gets the layout box an actor has been assigned. The allocation can
|
|
* only be assumed valid inside a paint() method; anywhere else, it
|
|
* may be out-of-date.
|
|
*
|
|
* An allocation does not incorporate the actor's scale or anchor point;
|
|
* those transformations do not affect layout, only rendering.
|
|
*
|
|
* The returned coordinates are in pixels.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_allocation_coords (ClutterActor *self,
|
|
gint *x_1,
|
|
gint *y_1,
|
|
gint *x_2,
|
|
gint *y_2)
|
|
{
|
|
ClutterActorBox allocation = { 0, };
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_get_allocation_box (self, &allocation);
|
|
|
|
if (x_1)
|
|
*x_1 = allocation.x1;
|
|
|
|
if (y_1)
|
|
*y_1 = allocation.y1;
|
|
|
|
if (x_2)
|
|
*x_2 = allocation.x2;
|
|
|
|
if (y_2)
|
|
*y_2 = allocation.y2;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_allocation_box:
|
|
* @self: A #ClutterActor
|
|
* @box: (out): the function fills this in with the actor's allocation
|
|
*
|
|
* Gets the layout box an actor has been assigned. The allocation can
|
|
* only be assumed valid inside a paint() method; anywhere else, it
|
|
* may be out-of-date.
|
|
*
|
|
* An allocation does not incorporate the actor's scale or anchor point;
|
|
* those transformations do not affect layout, only rendering.
|
|
*
|
|
* <note>Do not call any of the clutter_actor_get_allocation_*() family
|
|
* of functions inside the implementation of the get_preferred_width()
|
|
* or get_preferred_height() virtual functions.</note>
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_allocation_box (ClutterActor *self,
|
|
ClutterActorBox *box)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
/* XXX - if needs_allocation=TRUE, we can either 1) g_return_if_fail,
|
|
* which limits calling get_allocation to inside paint() basically; or
|
|
* we can 2) force a layout, which could be expensive if someone calls
|
|
* get_allocation somewhere silly; or we can 3) just return the latest
|
|
* value, allowing it to be out-of-date, and assume people know what
|
|
* they are doing.
|
|
*
|
|
* The least-surprises approach that keeps existing code working is
|
|
* likely to be 2). People can end up doing some inefficient things,
|
|
* though, and in general code that requires 2) is probably broken.
|
|
*/
|
|
|
|
/* this implements 2) */
|
|
if (G_UNLIKELY (self->priv->needs_allocation))
|
|
{
|
|
ClutterActor *stage = clutter_actor_get_stage (self);
|
|
|
|
/* do not queue a relayout on an unparented actor */
|
|
if (stage)
|
|
_clutter_stage_maybe_relayout (stage);
|
|
}
|
|
|
|
/* commenting out the code above and just keeping this assigment
|
|
* implements 3)
|
|
*/
|
|
*box = self->priv->allocation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_allocation_geometry:
|
|
* @self: A #ClutterActor
|
|
* @geom: (out): allocation geometry in pixels
|
|
*
|
|
* Gets the layout box an actor has been assigned. The allocation can
|
|
* only be assumed valid inside a paint() method; anywhere else, it
|
|
* may be out-of-date.
|
|
*
|
|
* An allocation does not incorporate the actor's scale or anchor point;
|
|
* those transformations do not affect layout, only rendering.
|
|
*
|
|
* The returned rectangle is in pixels.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_allocation_geometry (ClutterActor *self,
|
|
ClutterGeometry *geom)
|
|
{
|
|
gint x2, y2;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_actor_get_allocation_coords (self, &geom->x, &geom->y, &x2, &y2);
|
|
|
|
geom->width = x2 - geom->x;
|
|
geom->height = y2 - geom->y;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_allocate:
|
|
* @self: A #ClutterActor
|
|
* @box: new allocation of the actor, in parent-relative coordinates
|
|
* @absolute_origin_changed: whether the position of the parent has
|
|
* changed in stage coordinates
|
|
*
|
|
* Called by the parent of an actor to assign the actor its size.
|
|
* Should never be called by applications (except when implementing
|
|
* a container or layout manager).
|
|
*
|
|
* Actors can know from their allocation box whether they have moved
|
|
* with respect to their parent actor. The absolute_origin_changed
|
|
* parameter additionally indicates whether the parent has moved with
|
|
* respect to the stage, for example because a grandparent's origin
|
|
* has moved.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_allocate (ClutterActor *self,
|
|
const ClutterActorBox *box,
|
|
gboolean absolute_origin_changed)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterActorClass *klass;
|
|
gboolean child_moved;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
klass = CLUTTER_ACTOR_GET_CLASS (self);
|
|
|
|
child_moved = (box->x1 != priv->allocation.x1 ||
|
|
box->y1 != priv->allocation.y1);
|
|
|
|
/* If we get an allocation "out of the blue"
|
|
* (we did not queue relayout), then we want to
|
|
* ignore it. But if we have needs_allocation set,
|
|
* we want to guarantee that allocate() virtual
|
|
* method is always called, i.e. that queue_relayout()
|
|
* always results in an allocate() invocation on
|
|
* an actor.
|
|
*
|
|
* The optimization here is to avoid re-allocating
|
|
* actors that did not queue relayout and were
|
|
* not moved.
|
|
*/
|
|
|
|
if (!priv->needs_allocation &&
|
|
!absolute_origin_changed &&
|
|
!child_moved &&
|
|
box->x2 == priv->allocation.x2 &&
|
|
box->y2 == priv->allocation.y2)
|
|
{
|
|
CLUTTER_NOTE (LAYOUT, "No allocation needed");
|
|
return;
|
|
}
|
|
|
|
/* When absolute_origin_changed is passed in to
|
|
* clutter_actor_allocate(), it indicates whether the parent has its
|
|
* absolute origin moved; when passed in to ClutterActor::allocate()
|
|
* virtual method though, it indicates whether the child has its
|
|
* absolute origin moved. So we set it to TRUE if child_moved.
|
|
*/
|
|
klass->allocate (self, box, absolute_origin_changed || child_moved);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_geometry:
|
|
* @self: A #ClutterActor
|
|
* @geometry: A #ClutterGeometry
|
|
*
|
|
* Sets the actor's fixed position and forces its minimum and natural
|
|
* size, in pixels. This means the untransformed actor will have the
|
|
* given geometry. This is the same as calling clutter_actor_set_position()
|
|
* and clutter_actor_set_size().
|
|
*/
|
|
void
|
|
clutter_actor_set_geometry (ClutterActor *self,
|
|
const ClutterGeometry *geometry)
|
|
{
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_set_position (self, geometry->x, geometry->y);
|
|
clutter_actor_set_size (self, geometry->width, geometry->height);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_geometry:
|
|
* @self: A #ClutterActor
|
|
* @geometry: (out): A location to store actors #ClutterGeometry
|
|
*
|
|
* Gets the size and position of an actor relative to its parent
|
|
* actor. This is the same as calling clutter_actor_get_position() and
|
|
* clutter_actor_get_size(). It tries to "do what you mean" and get the
|
|
* requested size and position if the actor's allocation is invalid.
|
|
*/
|
|
void
|
|
clutter_actor_get_geometry (ClutterActor *self,
|
|
ClutterGeometry *geometry)
|
|
{
|
|
gfloat x, y, width, height;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
g_return_if_fail (geometry != NULL);
|
|
|
|
clutter_actor_get_position (self, &x, &y);
|
|
clutter_actor_get_size (self, &width, &height);
|
|
|
|
geometry->x = (int) x;
|
|
geometry->y = (int) y;
|
|
geometry->width = (int) width;
|
|
geometry->height = (int) height;
|
|
}
|
|
|
|
/**
|
|
* 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 fixed position in pixels relative to any parent
|
|
* actor.
|
|
*
|
|
* If a layout manager is in use, this position will override the
|
|
* layout manager and force a fixed position.
|
|
*/
|
|
void
|
|
clutter_actor_set_position (ClutterActor *self,
|
|
gfloat x,
|
|
gfloat y)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_set_x (self, x);
|
|
clutter_actor_set_y (self, y);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_fixed_position_set:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Checks whether an actor has a fixed position set (and will thus be
|
|
* unaffected by any layout manager).
|
|
*
|
|
* Return value: %TRUE if the fixed position is set on the actor
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
gboolean
|
|
clutter_actor_get_fixed_position_set (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
|
|
|
|
return self->priv->position_set;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_fixed_position_set:
|
|
* @self: A #ClutterActor
|
|
* @is_set: whether to use fixed position
|
|
*
|
|
* Sets whether an actor has a fixed position set (and will thus be
|
|
* unaffected by any layout manager).
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_set_fixed_position_set (ClutterActor *self,
|
|
gboolean is_set)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (self->priv->position_set == (is_set != FALSE))
|
|
return;
|
|
|
|
self->priv->position_set = is_set != FALSE;
|
|
g_object_notify (G_OBJECT (self), "fixed-position-set");
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* This function modifies the fixed position of an actor and thus removes
|
|
* it from any layout management. Another way to move an actor is with an
|
|
* anchor point, see clutter_actor_set_anchor_point().
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
void
|
|
clutter_actor_move_by (ClutterActor *self,
|
|
gfloat dx,
|
|
gfloat dy)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
gfloat x, y;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
x = priv->fixed_x;
|
|
y = priv->fixed_y;
|
|
|
|
clutter_actor_set_position (self, x + dx, y + dy);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_min_width (ClutterActor *self,
|
|
gfloat min_width)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
/* if we are setting the size on a top-level actor and the
|
|
* backend only supports static top-levels (e.g. framebuffers)
|
|
* then we ignore the passed value and we override it with
|
|
* the stage implementation's preferred size.
|
|
*/
|
|
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
|
|
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
|
|
return;
|
|
|
|
if (priv->min_width_set && min_width == priv->request_min_width)
|
|
return;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->request_min_width = min_width;
|
|
g_object_notify (G_OBJECT (self), "min-width");
|
|
clutter_actor_set_min_width_set (self, TRUE);
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_min_height (ClutterActor *self,
|
|
gfloat min_height)
|
|
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
/* if we are setting the size on a top-level actor and the
|
|
* backend only supports static top-levels (e.g. framebuffers)
|
|
* then we ignore the passed value and we override it with
|
|
* the stage implementation's preferred size.
|
|
*/
|
|
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
|
|
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
|
|
return;
|
|
|
|
if (priv->min_height_set && min_height == priv->request_min_height)
|
|
return;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->request_min_height = min_height;
|
|
g_object_notify (G_OBJECT (self), "min-height");
|
|
clutter_actor_set_min_height_set (self, TRUE);
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_natural_width (ClutterActor *self,
|
|
gfloat natural_width)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
/* if we are setting the size on a top-level actor and the
|
|
* backend only supports static top-levels (e.g. framebuffers)
|
|
* then we ignore the passed value and we override it with
|
|
* the stage implementation's preferred size.
|
|
*/
|
|
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
|
|
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
|
|
return;
|
|
|
|
if (priv->natural_width_set &&
|
|
natural_width == priv->request_natural_width)
|
|
return;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->request_natural_width = natural_width;
|
|
g_object_notify (G_OBJECT (self), "natural-width");
|
|
clutter_actor_set_natural_width_set (self, TRUE);
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_natural_height (ClutterActor *self,
|
|
gfloat natural_height)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
/* if we are setting the size on a top-level actor and the
|
|
* backend only supports static top-levels (e.g. framebuffers)
|
|
* then we ignore the passed value and we override it with
|
|
* the stage implementation's preferred size.
|
|
*/
|
|
if ((CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IS_TOPLEVEL) &&
|
|
clutter_feature_available (CLUTTER_FEATURE_STAGE_STATIC))
|
|
return;
|
|
|
|
if (priv->natural_height_set &&
|
|
natural_height == priv->request_natural_height)
|
|
return;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->request_natural_height = natural_height;
|
|
g_object_notify (G_OBJECT (self), "natural-height");
|
|
clutter_actor_set_natural_height_set (self, TRUE);
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_min_width_set (ClutterActor *self,
|
|
gboolean use_min_width)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
if (priv->min_width_set == (use_min_width != FALSE))
|
|
return;
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->min_width_set = use_min_width != FALSE;
|
|
g_object_notify (G_OBJECT (self), "min-width-set");
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_min_height_set (ClutterActor *self,
|
|
gboolean use_min_height)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
if (priv->min_height_set == (use_min_height != FALSE))
|
|
return;
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->min_height_set = use_min_height != FALSE;
|
|
g_object_notify (G_OBJECT (self), "min-height-set");
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_natural_width_set (ClutterActor *self,
|
|
gboolean use_natural_width)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
if (priv->natural_width_set == (use_natural_width != FALSE))
|
|
return;
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->natural_width_set = use_natural_width != FALSE;
|
|
g_object_notify (G_OBJECT (self), "natural-width-set");
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_natural_height_set (ClutterActor *self,
|
|
gboolean use_natural_height)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
ClutterActorBox old = { 0, };
|
|
|
|
if (priv->natural_height_set == (use_natural_height != FALSE))
|
|
return;
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->natural_height_set = use_natural_height != FALSE;
|
|
g_object_notify (G_OBJECT (self), "natural-height-set");
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
static void
|
|
clutter_actor_set_request_mode (ClutterActor *self,
|
|
ClutterRequestMode mode)
|
|
{
|
|
ClutterActorPrivate *priv = self->priv;
|
|
|
|
if (priv->request_mode == mode)
|
|
return;
|
|
|
|
priv->request_mode = mode;
|
|
|
|
priv->needs_width_request = TRUE;
|
|
priv->needs_height_request = TRUE;
|
|
|
|
g_object_notify (G_OBJECT (self), "request-mode");
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
/**
|
|
* 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 request in pixels. This overrides any
|
|
* "normal" size request the actor would have. For example
|
|
* a text actor might normally request the size of the text;
|
|
* this function would force a specific size instead.
|
|
*
|
|
* If @width and/or @height are -1 the actor will use its
|
|
* "normal" size request instead of overriding it, i.e.
|
|
* you can "unset" the size with -1.
|
|
*
|
|
* This function sets or unsets both the minimum and natural size.
|
|
*/
|
|
void
|
|
clutter_actor_set_size (ClutterActor *self,
|
|
gfloat width,
|
|
gfloat height)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
if (width >= 0)
|
|
{
|
|
clutter_actor_set_min_width (self, width);
|
|
clutter_actor_set_natural_width (self, width);
|
|
}
|
|
else
|
|
{
|
|
clutter_actor_set_min_width_set (self, FALSE);
|
|
clutter_actor_set_natural_width_set (self, FALSE);
|
|
}
|
|
|
|
if (height >= 0)
|
|
{
|
|
clutter_actor_set_min_height (self, height);
|
|
clutter_actor_set_natural_height (self, height);
|
|
}
|
|
else
|
|
{
|
|
clutter_actor_set_min_height_set (self, FALSE);
|
|
clutter_actor_set_natural_height_set (self, FALSE);
|
|
}
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_size:
|
|
* @self: A #ClutterActor
|
|
* @width: return location for the width, or %NULL.
|
|
* @height: return location for the height, or %NULL.
|
|
*
|
|
* This function tries to "do what you mean" and return
|
|
* the size an actor will have. If the actor has a valid
|
|
* allocation, the allocation will be returned; otherwise,
|
|
* the actors natural size request will be returned.
|
|
*
|
|
* If you care whether you get the request vs. the allocation, you
|
|
* should probably call a different function like
|
|
* clutter_actor_get_allocation_coords() or
|
|
* clutter_actor_get_preferred_width().
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
void
|
|
clutter_actor_get_size (ClutterActor *self,
|
|
gfloat *width,
|
|
gfloat *height)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (width)
|
|
*width = clutter_actor_get_width (self);
|
|
|
|
if (height)
|
|
*height = clutter_actor_get_height (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_position:
|
|
* @self: a #ClutterActor
|
|
* @x: return location for the X coordinate, or %NULL
|
|
* @y: return location for the Y coordinate, or %NULL
|
|
*
|
|
* This function tries to "do what you mean" and tell you where the
|
|
* actor is, prior to any transformations. Retrieves the fixed
|
|
* position of an actor in pixels, if one has been set; otherwise, if
|
|
* the allocation is valid, returns the actor's allocated position;
|
|
* otherwise, returns 0,0.
|
|
*
|
|
* The returned position is in pixels.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_get_position (ClutterActor *self,
|
|
gfloat *x,
|
|
gfloat *y)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (x)
|
|
*x = clutter_actor_get_x (self);
|
|
|
|
if (y)
|
|
*y = clutter_actor_get_y (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_transformed_position:
|
|
* @self: A #ClutterActor
|
|
* @x: (out): return location for the X coordinate, or %NULL
|
|
* @y: (out): return location for the Y coordinate, or %NULL
|
|
*
|
|
* Gets the absolute position of an actor, in pixels relative to the stage.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_transformed_position (ClutterActor *self,
|
|
gfloat *x,
|
|
gfloat *y)
|
|
{
|
|
ClutterVertex v1;
|
|
ClutterVertex v2;
|
|
|
|
v1.x = v1.y = 0;
|
|
clutter_actor_apply_transform_to_point (self, &v1, &v2);
|
|
|
|
if (x)
|
|
*x = v2.x;
|
|
|
|
if (y)
|
|
*y = v2.y;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_transformed_size:
|
|
* @self: A #ClutterActor
|
|
* @width: (out): return location for the width, or %NULL
|
|
* @height: (out): return location for the height, or %NULL
|
|
*
|
|
* Gets the absolute size of an actor in pixels, taking into account the
|
|
* scaling factors.
|
|
*
|
|
* If the actor has a valid allocation, the allocated size will be used.
|
|
* If the actor has not a valid allocation then the preferred size will
|
|
* be transformed and returned.
|
|
*
|
|
* If you want the transformed allocation, see
|
|
* clutter_actor_get_abs_allocation_vertices() instead.
|
|
*
|
|
* <note>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_transformed_position(); if you need this
|
|
* information, you need to use clutter_actor_get_abs_allocation_vertices()
|
|
* to get the coords of the actual quadrangle.</note>
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_get_transformed_size (ClutterActor *self,
|
|
gfloat *width,
|
|
gfloat *height)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterVertex v[4];
|
|
gfloat x_min, x_max, y_min, y_max;
|
|
gint i;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
/* if the actor hasn't been allocated yet, get the preferred
|
|
* size and transform that
|
|
*/
|
|
if (priv->needs_allocation)
|
|
{
|
|
gfloat natural_width, natural_height;
|
|
ClutterActorBox box;
|
|
|
|
/* make a fake allocation to transform */
|
|
clutter_actor_get_position (self, &box.x1, &box.y1);
|
|
|
|
natural_width = natural_height = 0;
|
|
clutter_actor_get_preferred_size (self, NULL, NULL,
|
|
&natural_width,
|
|
&natural_height);
|
|
|
|
box.x2 = box.x1 + natural_width;
|
|
box.y2 = box.y1 + natural_height;
|
|
|
|
clutter_actor_transform_and_project_box (self, &box, v);
|
|
}
|
|
else
|
|
clutter_actor_get_abs_allocation_vertices (self, v);
|
|
|
|
x_min = x_max = v[0].x;
|
|
y_min = y_max = v[0].y;
|
|
|
|
for (i = 1; i < G_N_ELEMENTS (v); ++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;
|
|
}
|
|
|
|
if (width)
|
|
*width = x_max - x_min;
|
|
|
|
if (height)
|
|
*height = y_max - y_min;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_width:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the width of a #ClutterActor.
|
|
*
|
|
* If the actor has a valid allocation, this function will return the
|
|
* width of the allocated area given to the actor.
|
|
*
|
|
* If the actor does not have a valid allocation, this function will
|
|
* return the actor's natural width, that is the preferred width of
|
|
* the actor.
|
|
*
|
|
* If you care whether you get the preferred width or the width that
|
|
* has been assigned to the actor, you should probably call a different
|
|
* function like clutter_actor_get_allocation_coords() to retrieve the
|
|
* allocated size or clutter_actor_get_preferred_width() to retrieve the
|
|
* preferred width.
|
|
*
|
|
* If an actor has a fixed width, for instance a width that has been
|
|
* assigned using clutter_actor_set_width(), the width returned will
|
|
* be the same value.
|
|
*
|
|
* Return value: the width of the actor, in pixels
|
|
*/
|
|
gfloat
|
|
clutter_actor_get_width (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->needs_allocation)
|
|
{
|
|
gfloat natural_width = 0;
|
|
|
|
if (self->priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
|
|
clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
|
|
else
|
|
{
|
|
gfloat natural_height = 0;
|
|
|
|
clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
|
|
clutter_actor_get_preferred_width (self, natural_height,
|
|
NULL,
|
|
&natural_width);
|
|
}
|
|
|
|
return natural_width;
|
|
}
|
|
else
|
|
return priv->allocation.x2 - priv->allocation.x1;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_height:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the height of a #ClutterActor.
|
|
*
|
|
* If the actor has a valid allocation, this function will return the
|
|
* height of the allocated area given to the actor.
|
|
*
|
|
* If the actor does not have a valid allocation, this function will
|
|
* return the actor's natural height, that is the preferred height of
|
|
* the actor.
|
|
*
|
|
* If you care whether you get the preferred height or the height that
|
|
* has been assigned to the actor, you should probably call a different
|
|
* function like clutter_actor_get_allocation_coords() to retrieve the
|
|
* allocated size or clutter_actor_get_preferred_height() to retrieve the
|
|
* preferred height.
|
|
*
|
|
* If an actor has a fixed height, for instance a height that has been
|
|
* assigned using clutter_actor_set_height(), the height returned will
|
|
* be the same value.
|
|
*
|
|
* Return value: the height of the actor, in pixels
|
|
*/
|
|
gfloat
|
|
clutter_actor_get_height (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->needs_allocation)
|
|
{
|
|
gfloat natural_height = 0;
|
|
|
|
if (priv->request_mode == CLUTTER_REQUEST_HEIGHT_FOR_WIDTH)
|
|
{
|
|
gfloat natural_width = 0;
|
|
|
|
clutter_actor_get_preferred_width (self, -1, NULL, &natural_width);
|
|
clutter_actor_get_preferred_height (self, natural_width,
|
|
NULL, &natural_height);
|
|
}
|
|
else
|
|
clutter_actor_get_preferred_height (self, -1, NULL, &natural_height);
|
|
|
|
return natural_height;
|
|
}
|
|
else
|
|
return priv->allocation.y2 - priv->allocation.y1;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_width
|
|
* @self: A #ClutterActor
|
|
* @width: Requested new width for the actor, in pixels
|
|
*
|
|
* Forces a width on an actor, causing the actor's preferred width
|
|
* and height (if any) to be ignored.
|
|
*
|
|
* This function sets both the minimum and natural size of the actor.
|
|
*
|
|
* since: 0.2
|
|
**/
|
|
void
|
|
clutter_actor_set_width (ClutterActor *self,
|
|
gfloat width)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_set_min_width (self, width);
|
|
clutter_actor_set_natural_width (self, width);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_height
|
|
* @self: A #ClutterActor
|
|
* @height: Requested new height for the actor, in pixels
|
|
*
|
|
* Forces a height on an actor, causing the actor's preferred width
|
|
* and height (if any) to be ignored.
|
|
*
|
|
* This function sets both the minimum and natural size of the actor.
|
|
*
|
|
* since: 0.2
|
|
**/
|
|
void
|
|
clutter_actor_set_height (ClutterActor *self,
|
|
gfloat height)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_set_min_height (self, height);
|
|
clutter_actor_set_natural_height (self, height);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* 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, in pixels.
|
|
*
|
|
* Overrides any layout manager and forces a fixed position for
|
|
* the actor.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_x (ClutterActor *self,
|
|
gfloat x)
|
|
{
|
|
ClutterActorBox old = { 0, };
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->position_set && priv->fixed_x == x)
|
|
return;
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->fixed_x = x;
|
|
clutter_actor_set_fixed_position_set (self, TRUE);
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
clutter_actor_queue_relayout (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, in pixels.#
|
|
*
|
|
* Overrides any layout manager and forces a fixed position for
|
|
* the actor.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_y (ClutterActor *self,
|
|
gfloat y)
|
|
{
|
|
ClutterActorBox old = { 0, };
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->position_set && priv->fixed_y == y)
|
|
return;
|
|
|
|
clutter_actor_store_old_geometry (self, &old);
|
|
|
|
priv->fixed_y = y;
|
|
clutter_actor_set_fixed_position_set (self, TRUE);
|
|
|
|
clutter_actor_notify_if_geometry_changed (self, &old);
|
|
|
|
clutter_actor_queue_relayout (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_x
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the X coordinate of a #ClutterActor.
|
|
*
|
|
* This function tries to "do what you mean", by returning the
|
|
* correct value depending on the actor's state.
|
|
*
|
|
* If the actor has a valid allocation, this function will return
|
|
* the X coordinate of the origin of the allocation box.
|
|
*
|
|
* If the actor has any fixed coordinate set using clutter_actor_set_x(),
|
|
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
|
|
* function will return that coordinate.
|
|
*
|
|
* If both the allocation and a fixed position are missing, this function
|
|
* will return 0.
|
|
*
|
|
* Return value: the X coordinate, in pixels, ignoring any
|
|
* transformation (i.e. scaling, rotation)
|
|
*/
|
|
gfloat
|
|
clutter_actor_get_x (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->needs_allocation)
|
|
{
|
|
if (priv->position_set)
|
|
return priv->fixed_x;
|
|
else
|
|
return 0;
|
|
}
|
|
else
|
|
return priv->allocation.x1;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_y
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the Y coordinate of a #ClutterActor.
|
|
*
|
|
* This function tries to "do what you mean", by returning the
|
|
* correct value depending on the actor's state.
|
|
*
|
|
* If the actor has a valid allocation, this function will return
|
|
* the Y coordinate of the origin of the allocation box.
|
|
*
|
|
* If the actor has any fixed coordinate set using clutter_actor_set_y(),
|
|
* clutter_actor_set_position() or clutter_actor_set_geometry(), this
|
|
* function will return that coordinate.
|
|
*
|
|
* If both the allocation and a fixed position are missing, this function
|
|
* will return 0.
|
|
*
|
|
* Return value: the Y coordinate, in pixels, ignoring any
|
|
* transformation (i.e. scaling, rotation)
|
|
*/
|
|
gfloat
|
|
clutter_actor_get_y (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
if (self->priv->needs_allocation)
|
|
{
|
|
if (self->priv->position_set)
|
|
return self->priv->fixed_y;
|
|
else
|
|
return 0;
|
|
}
|
|
else
|
|
return self->priv->allocation.y1;
|
|
}
|
|
|
|
/**
|
|
* 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 relative to
|
|
* the scale center and the anchor point. The scale center is
|
|
* unchanged by this function and defaults to 0,0.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
void
|
|
clutter_actor_set_scale (ClutterActor *self,
|
|
gdouble scale_x,
|
|
gdouble scale_y)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
priv->scale_x = scale_x;
|
|
g_object_notify (G_OBJECT (self), "scale-x");
|
|
|
|
priv->scale_y = scale_y;
|
|
g_object_notify (G_OBJECT (self), "scale-y");
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_scale_full:
|
|
* @self: A #ClutterActor
|
|
* @scale_x: double factor to scale actor by horizontally.
|
|
* @scale_y: double factor to scale actor by vertically.
|
|
* @center_x: X coordinate of the center of the scale.
|
|
* @center_y: Y coordinate of the center of the scale
|
|
*
|
|
* Scales an actor with the given factors around the given center
|
|
* point. The center point is specified in pixels relative to the
|
|
* anchor point (usually the top left corner of the actor).
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_actor_set_scale_full (ClutterActor *self,
|
|
gdouble scale_x,
|
|
gdouble scale_y,
|
|
gfloat center_x,
|
|
gfloat center_y)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_set_scale (self, scale_x, scale_y);
|
|
|
|
if (priv->scale_center.is_fractional)
|
|
g_object_notify (G_OBJECT (self), "scale-gravity");
|
|
|
|
g_object_notify (G_OBJECT (self), "scale-center-x");
|
|
g_object_notify (G_OBJECT (self), "scale-center-y");
|
|
|
|
clutter_anchor_coord_set_units (&priv->scale_center, center_x, center_y, 0);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_scale_with_gravity:
|
|
* @self: A #ClutterActor
|
|
* @scale_x: double factor to scale actor by horizontally.
|
|
* @scale_y: double factor to scale actor by vertically.
|
|
* @gravity: the location of the scale center expressed as a compass
|
|
* direction.
|
|
*
|
|
* Scales an actor with the given factors around the given
|
|
* center point. The center point is specified as one of the compass
|
|
* directions in #ClutterGravity. For example, setting it to north
|
|
* will cause the top of the actor to remain unchanged and the rest of
|
|
* the actor to expand left, right and downwards.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_actor_set_scale_with_gravity (ClutterActor *self,
|
|
gdouble scale_x,
|
|
gdouble scale_y,
|
|
ClutterGravity gravity)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
if (gravity == CLUTTER_GRAVITY_NONE)
|
|
clutter_actor_set_scale_full (self, scale_x, scale_y, 0, 0);
|
|
else
|
|
{
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_set_scale (self, scale_x, scale_y);
|
|
|
|
g_object_notify (G_OBJECT (self), "scale-gravity");
|
|
g_object_notify (G_OBJECT (self), "scale-center-x");
|
|
g_object_notify (G_OBJECT (self), "scale-center-y");
|
|
|
|
clutter_anchor_coord_set_gravity (&priv->scale_center, gravity);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_scale:
|
|
* @self: A #ClutterActor
|
|
* @scale_x: (out): Location to store horizonal float scale factor, or %NULL.
|
|
* @scale_y: (out): 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)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (scale_x)
|
|
*scale_x = self->priv->scale_x;
|
|
|
|
if (scale_y)
|
|
*scale_y = self->priv->scale_y;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_scale_center:
|
|
* @self: A #ClutterActor
|
|
* @center_x: (out): Location to store the X position of the scale center, or %NULL.
|
|
* @center_y: (out): Location to store the Y position of the scale center, or %NULL.
|
|
*
|
|
* Retrieves the scale center coordinate in pixels relative to the top
|
|
* left corner of the actor. If the scale center was specified using a
|
|
* #ClutterGravity this will calculate the pixel offset using the
|
|
* current size of the actor.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_actor_get_scale_center (ClutterActor *self,
|
|
gfloat *center_x,
|
|
gfloat *center_y)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
clutter_anchor_coord_get_units (self, &self->priv->scale_center,
|
|
center_x,
|
|
center_y,
|
|
NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_scale_gravity:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the scale center as a compass direction. If the scale
|
|
* center was specified in pixels or units this will return
|
|
* %CLUTTER_GRAVITY_NONE.
|
|
*
|
|
* Return value: the scale gravity
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterGravity
|
|
clutter_actor_get_scale_gravity (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
|
|
|
|
return clutter_anchor_coord_get_gravity (&self->priv->scale_center);
|
|
}
|
|
|
|
/**
|
|
* 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)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->opacity != opacity)
|
|
{
|
|
priv->opacity = opacity;
|
|
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
g_object_notify (G_OBJECT (self), "opacity");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_paint_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: 0.8
|
|
*/
|
|
guint8
|
|
clutter_actor_get_paint_opacity (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterActor *parent;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->opacity_parent)
|
|
return clutter_actor_get_paint_opacity (priv->opacity_parent);
|
|
|
|
parent = priv->parent_actor;
|
|
|
|
/* Factor in the actual actors opacity with parents */
|
|
if (G_LIKELY (parent))
|
|
{
|
|
guint8 opacity = clutter_actor_get_paint_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_paint_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_free (self->priv->name);
|
|
self->priv->name = g_strdup (name);
|
|
|
|
g_object_notify (G_OBJECT (self), "name");
|
|
}
|
|
|
|
/**
|
|
* 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 coordinate of @self to @depth.
|
|
*
|
|
* The unit used by @depth is dependant on the perspective setup. See
|
|
* also clutter_stage_set_perspective().
|
|
*/
|
|
void
|
|
clutter_actor_set_depth (ClutterActor *self,
|
|
gfloat depth)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->z != depth)
|
|
{
|
|
/* Sets Z value - XXX 2.0: should we 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);
|
|
}
|
|
|
|
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
|
|
*/
|
|
gfloat
|
|
clutter_actor_get_depth (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), -1);
|
|
|
|
return self->priv->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:
|
|
* <itemizedlist>
|
|
* <listitem><para>%CLUTTER_X_AXIS requires @y and @z</para></listitem>
|
|
* <listitem><para>%CLUTTER_Y_AXIS requires @x and @z</para></listitem>
|
|
* <listitem><para>%CLUTTER_Z_AXIS requires @x and @y</para></listitem>
|
|
* </itemizedlist>
|
|
*
|
|
* 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: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_set_rotation (ClutterActor *self,
|
|
ClutterRotateAxis axis,
|
|
gdouble angle,
|
|
gfloat x,
|
|
gfloat y,
|
|
gfloat z)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_set_rotation_internal (self, axis, angle);
|
|
|
|
switch (axis)
|
|
{
|
|
case CLUTTER_X_AXIS:
|
|
clutter_anchor_coord_set_units (&priv->rx_center, x, y, z);
|
|
g_object_notify (G_OBJECT (self), "rotation-center-x");
|
|
break;
|
|
|
|
case CLUTTER_Y_AXIS:
|
|
clutter_anchor_coord_set_units (&priv->ry_center, x, y, z);
|
|
g_object_notify (G_OBJECT (self), "rotation-center-y");
|
|
break;
|
|
|
|
case CLUTTER_Z_AXIS:
|
|
if (priv->rz_center.is_fractional)
|
|
g_object_notify (G_OBJECT (self), "rotation-center-z-gravity");
|
|
clutter_anchor_coord_set_units (&priv->rz_center, x, y, z);
|
|
g_object_notify (G_OBJECT (self), "rotation-center-z");
|
|
break;
|
|
}
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_z_rotation_from_gravity:
|
|
* @self: a #ClutterActor
|
|
* @angle: the angle of rotation
|
|
* @gravity: the center point of the rotation
|
|
*
|
|
* Sets the rotation angle of @self around the Z axis using the center
|
|
* point specified as a compass point. For example to rotate such that
|
|
* the center of the actor remains static you can use
|
|
* %CLUTTER_GRAVITY_CENTER. If the actor changes size the center point
|
|
* will move accordingly.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
|
|
gdouble angle,
|
|
ClutterGravity gravity)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (gravity == CLUTTER_GRAVITY_NONE)
|
|
clutter_actor_set_rotation (self, CLUTTER_Z_AXIS, angle, 0, 0, 0);
|
|
else
|
|
{
|
|
priv = self->priv;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_set_rotation_internal (self, CLUTTER_Z_AXIS, angle);
|
|
|
|
clutter_anchor_coord_set_gravity (&priv->rz_center, gravity);
|
|
g_object_notify (G_OBJECT (self), "rotation-center-z-gravity");
|
|
g_object_notify (G_OBJECT (self), "rotation-center-z");
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_rotation:
|
|
* @self: a #ClutterActor
|
|
* @axis: the axis of rotation
|
|
* @x: (out): return value for the X coordinate of the center of rotation
|
|
* @y: (out): return value for the Y coordinate of the center of rotation
|
|
* @z: (out): 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().
|
|
*
|
|
* Return value: the angle of rotation
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
gdouble
|
|
clutter_actor_get_rotation (ClutterActor *self,
|
|
ClutterRotateAxis axis,
|
|
gfloat *x,
|
|
gfloat *y,
|
|
gfloat *z)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
gdouble retval = 0;
|
|
AnchorCoord *anchor_coord = NULL;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
priv = self->priv;
|
|
|
|
switch (axis)
|
|
{
|
|
case CLUTTER_X_AXIS:
|
|
anchor_coord = &priv->rx_center;
|
|
retval = priv->rxang;
|
|
break;
|
|
|
|
case CLUTTER_Y_AXIS:
|
|
anchor_coord = &priv->ry_center;
|
|
retval = priv->ryang;
|
|
break;
|
|
|
|
case CLUTTER_Z_AXIS:
|
|
anchor_coord = &priv->rz_center;
|
|
retval = priv->rzang;
|
|
break;
|
|
}
|
|
|
|
clutter_anchor_coord_get_units (self, anchor_coord, x, y, z);
|
|
|
|
return retval;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_z_rotation_gravity:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the center for the rotation around the Z axis as a
|
|
* compass direction. If the center was specified in pixels or units
|
|
* this will return %CLUTTER_GRAVITY_NONE.
|
|
*
|
|
* Return value: the Z rotation center
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterGravity
|
|
clutter_actor_get_z_rotation_gravity (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0.0);
|
|
|
|
return clutter_anchor_coord_get_gravity (&self->priv->rz_center);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_clip:
|
|
* @self: A #ClutterActor
|
|
* @xoff: X offset of the clip rectangle
|
|
* @yoff: Y offset of the clip rectangle
|
|
* @width: Width of the clip rectangle
|
|
* @height: Height of the clip rectangle
|
|
*
|
|
* Sets clip area for @self. 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_clip (ClutterActor *self,
|
|
gfloat xoff,
|
|
gfloat yoff,
|
|
gfloat width,
|
|
gfloat height)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->has_clip &&
|
|
priv->clip[0] == xoff &&
|
|
priv->clip[1] == yoff &&
|
|
priv->clip[2] == width &&
|
|
priv->clip[3] == height)
|
|
return;
|
|
|
|
priv->clip[0] = xoff;
|
|
priv->clip[1] = yoff;
|
|
priv->clip[2] = width;
|
|
priv->clip[3] = height;
|
|
|
|
priv->has_clip = TRUE;
|
|
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
g_object_notify (G_OBJECT (self), "has-clip");
|
|
g_object_notify (G_OBJECT (self), "clip");
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_remove_clip
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Removes clip area from @self.
|
|
*/
|
|
void
|
|
clutter_actor_remove_clip (ClutterActor *self)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (!self->priv->has_clip)
|
|
return;
|
|
|
|
self->priv->has_clip = FALSE;
|
|
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
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_clip:
|
|
* @self: a #ClutterActor
|
|
* @xoff: (out): return location for the X offset of the clip rectangle, or %NULL
|
|
* @yoff: (out): return location for the Y offset of the clip rectangle, or %NULL
|
|
* @width: (out): return location for the width of the clip rectangle, or %NULL
|
|
* @height: (out): return location for the height of the clip rectangle, or %NULL
|
|
*
|
|
* Gets the clip area for @self, if any is set
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_get_clip (ClutterActor *self,
|
|
gfloat *xoff,
|
|
gfloat *yoff,
|
|
gfloat *width,
|
|
gfloat *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_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
|
|
* container actor subclasses.
|
|
*/
|
|
void
|
|
clutter_actor_set_parent (ClutterActor *self,
|
|
ClutterActor *parent)
|
|
{
|
|
ClutterMainContext *clutter_context;
|
|
ClutterActorPrivate *priv;
|
|
|
|
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);
|
|
|
|
priv = self->priv;
|
|
|
|
if (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);
|
|
priv->parent_actor = parent;
|
|
|
|
/* clutter_actor_reparent() will emit ::parent-set for us */
|
|
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
|
|
g_signal_emit (self, actor_signals[PARENT_SET], 0, NULL);
|
|
|
|
/* If parent is mapped or realized, we need to also be mapped or
|
|
* realized once we're inside the parent.
|
|
*/
|
|
clutter_actor_update_map_state (self, MAP_STATE_CHECK);
|
|
|
|
if (priv->show_on_set_parent)
|
|
clutter_actor_show (self);
|
|
|
|
if (CLUTTER_ACTOR_IS_MAPPED (self))
|
|
{
|
|
clutter_actor_queue_redraw (self);
|
|
}
|
|
|
|
/* maintain the invariant that if an actor needs layout,
|
|
* its parents do as well
|
|
*/
|
|
if (priv->needs_width_request ||
|
|
priv->needs_height_request ||
|
|
priv->needs_allocation)
|
|
{
|
|
/* we work around the short-circuiting we do
|
|
* in clutter_actor_queue_relayout() since we
|
|
* want to force a relayout
|
|
*/
|
|
priv->needs_width_request = TRUE;
|
|
priv->needs_height_request = TRUE;
|
|
priv->needs_allocation = TRUE;
|
|
|
|
clutter_actor_queue_relayout (priv->parent_actor);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_parent:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the parent of @self.
|
|
*
|
|
* Return Value: (transfer none): 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_get_paint_visibility:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Retrieves the 'paint' visibility of an actor recursively checking for non
|
|
* visible parents.
|
|
*
|
|
* This is by definition the same as CLUTTER_ACTOR_IS_MAPPED().
|
|
*
|
|
* Return Value: TRUE if the actor is visibile and will be painted.
|
|
*
|
|
* Since: 0.8.4
|
|
*/
|
|
gboolean
|
|
clutter_actor_get_paint_visibility (ClutterActor *actor)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
|
|
|
|
return CLUTTER_ACTOR_IS_MAPPED (actor);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_unparent:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Removes the parent of @self.
|
|
*
|
|
* 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)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterActor *old_parent;
|
|
gboolean was_mapped;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->parent_actor == NULL)
|
|
return;
|
|
|
|
was_mapped = CLUTTER_ACTOR_IS_MAPPED (self);
|
|
|
|
/* we need to unrealize *before* we set parent_actor to NULL,
|
|
* because in an unrealize method actors are dissociating from the
|
|
* stage, which means they need to be able to
|
|
* clutter_actor_get_stage(). This should unmap and unrealize,
|
|
* unless we're reparenting.
|
|
*/
|
|
clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNREALIZED);
|
|
|
|
old_parent = priv->parent_actor;
|
|
priv->parent_actor = NULL;
|
|
|
|
/* clutter_actor_reparent() will emit ::parent-set for us */
|
|
if (!(CLUTTER_PRIVATE_FLAGS (self) & CLUTTER_ACTOR_IN_REPARENT))
|
|
g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
|
|
|
|
/* Queue a redraw on old_parent only if we were painted in the first
|
|
* place. Will be no-op if old parent is not shown.
|
|
*/
|
|
if (was_mapped && !CLUTTER_ACTOR_IS_MAPPED (self))
|
|
clutter_actor_queue_redraw (old_parent);
|
|
|
|
/* remove the reference we acquired in clutter_actor_set_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(), but more efficiently
|
|
* implemented, ensures the child is not finalized
|
|
* when unparented, and emits the parent-set signal only
|
|
* one time.
|
|
*
|
|
* 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;
|
|
|
|
CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
|
|
|
|
old_parent = priv->parent_actor;
|
|
|
|
g_object_ref (self);
|
|
|
|
if (CLUTTER_IS_CONTAINER (priv->parent_actor))
|
|
{
|
|
ClutterContainer *parent = CLUTTER_CONTAINER (priv->parent_actor);
|
|
/* Note, will call unparent() */
|
|
clutter_container_remove_actor (parent, self);
|
|
}
|
|
else
|
|
clutter_actor_unparent (self);
|
|
|
|
if (CLUTTER_IS_CONTAINER (new_parent))
|
|
/* Note, will call parent() */
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (new_parent), self);
|
|
else
|
|
clutter_actor_set_parent (self, new_parent);
|
|
|
|
/* we emit the ::parent-set signal once */
|
|
g_signal_emit (self, actor_signals[PARENT_SET], 0, old_parent);
|
|
|
|
g_object_unref (self);
|
|
|
|
CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_ACTOR_IN_REPARENT);
|
|
|
|
/* the IN_REPARENT flag suspends state updates */
|
|
clutter_actor_update_map_state (self, MAP_STATE_CHECK);
|
|
}
|
|
}
|
|
/**
|
|
* clutter_actor_raise:
|
|
* @self: A #ClutterActor
|
|
* @below: (allow-none): A #ClutterActor to raise above.
|
|
*
|
|
* Puts @self above @below.
|
|
*
|
|
* Both actors must have the same parent.
|
|
*
|
|
* This function is the equivalent of clutter_container_raise_child().
|
|
*/
|
|
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);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_lower:
|
|
* @self: A #ClutterActor
|
|
* @above: (allow-none): A #ClutterActor to lower below
|
|
*
|
|
* Puts @self below @above.
|
|
*
|
|
* Both actors must have the same parent.
|
|
*
|
|
* This function is the equivalent of clutter_container_lower_child().
|
|
*/
|
|
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);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_raise_top:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Raises @self to the top.
|
|
*
|
|
* This function calls clutter_actor_raise() internally.
|
|
*/
|
|
void
|
|
clutter_actor_raise_top (ClutterActor *self)
|
|
{
|
|
clutter_actor_raise (self, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_lower_bottom:
|
|
* @self: A #ClutterActor
|
|
*
|
|
* Lowers @self to the bottom.
|
|
*
|
|
* This function calls clutter_actor_lower() internally.
|
|
*/
|
|
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) ? TRUE : FALSE;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_anchor_point:
|
|
* @self: a #ClutterActor
|
|
* @anchor_x: (out): return location for the X coordinate of the anchor point
|
|
* @anchor_y: (out): 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,
|
|
gfloat *anchor_x,
|
|
gfloat *anchor_y)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
clutter_anchor_coord_get_units (self, &priv->anchor,
|
|
anchor_x,
|
|
anchor_y,
|
|
NULL);
|
|
}
|
|
|
|
/**
|
|
* 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 @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_point (ClutterActor *self,
|
|
gfloat anchor_x,
|
|
gfloat anchor_y)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
gboolean changed = FALSE;
|
|
gfloat old_anchor_x, old_anchor_y;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_anchor_coord_get_units (self, &priv->anchor,
|
|
&old_anchor_x,
|
|
&old_anchor_y,
|
|
NULL);
|
|
|
|
if (priv->anchor.is_fractional)
|
|
g_object_notify (G_OBJECT (self), "anchor-gravity");
|
|
|
|
if (old_anchor_x != anchor_x)
|
|
{
|
|
g_object_notify (G_OBJECT (self), "anchor-x");
|
|
changed = TRUE;
|
|
}
|
|
|
|
if (old_anchor_y != anchor_y)
|
|
{
|
|
g_object_notify (G_OBJECT (self), "anchor-y");
|
|
changed = TRUE;
|
|
}
|
|
|
|
clutter_anchor_coord_set_units (&priv->anchor, anchor_x, anchor_y, 0);
|
|
|
|
if (changed && CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_anchor_point_gravity:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Retrieves the anchor position expressed as a #ClutterGravity. If
|
|
* the anchor point was specified using pixels or units this will
|
|
* return %CLUTTER_GRAVITY_NONE.
|
|
*
|
|
* Return value: the #ClutterGravity used by the anchor point
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterGravity
|
|
clutter_actor_get_anchor_point_gravity (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), CLUTTER_GRAVITY_NONE);
|
|
|
|
priv = self->priv;
|
|
|
|
return clutter_anchor_coord_get_gravity (&priv->anchor);
|
|
}
|
|
|
|
/**
|
|
* 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,
|
|
gfloat anchor_x,
|
|
gfloat anchor_y)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
gfloat old_anchor_x, old_anchor_y;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
clutter_anchor_coord_get_units (self, &priv->anchor,
|
|
&old_anchor_x,
|
|
&old_anchor_y,
|
|
NULL);
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_actor_set_anchor_point (self, anchor_x, anchor_y);
|
|
|
|
if (priv->position_set)
|
|
clutter_actor_move_by (self,
|
|
anchor_x - old_anchor_x,
|
|
anchor_y - old_anchor_y);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* 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 version 1.0 the anchor point will be stored as a gravity so
|
|
* that if the actor changes size then the anchor point will move. For
|
|
* example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
|
|
* and later double the size of the actor, the anchor point will move
|
|
* to the bottom right.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
|
|
ClutterGravity gravity)
|
|
{
|
|
gfloat old_anchor_x, old_anchor_y, new_anchor_x, new_anchor_y;
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
g_object_freeze_notify (G_OBJECT (self));
|
|
|
|
clutter_anchor_coord_get_units (self, &priv->anchor,
|
|
&old_anchor_x,
|
|
&old_anchor_y,
|
|
NULL);
|
|
clutter_actor_set_anchor_point_from_gravity (self, gravity);
|
|
clutter_anchor_coord_get_units (self, &priv->anchor,
|
|
&new_anchor_x,
|
|
&new_anchor_y,
|
|
NULL);
|
|
|
|
if (priv->position_set)
|
|
clutter_actor_move_by (self,
|
|
new_anchor_x - old_anchor_x,
|
|
new_anchor_y - old_anchor_y);
|
|
|
|
g_object_thaw_notify (G_OBJECT (self));
|
|
}
|
|
|
|
/**
|
|
* 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 version 1.0 the anchor point will be stored as a gravity so
|
|
* that if the actor changes size then the anchor point will move. For
|
|
* example, if you set the anchor point to %CLUTTER_GRAVITY_SOUTH_EAST
|
|
* and later double the size of the actor, the anchor point will move
|
|
* to the bottom right.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
|
|
ClutterGravity gravity)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (gravity == CLUTTER_GRAVITY_NONE)
|
|
clutter_actor_set_anchor_point (self, 0, 0);
|
|
else
|
|
{
|
|
clutter_anchor_coord_set_gravity (&self->priv->anchor, gravity);
|
|
|
|
g_object_notify (G_OBJECT (self), "anchor-gravity");
|
|
g_object_notify (G_OBJECT (self), "anchor-x");
|
|
g_object_notify (G_OBJECT (self), "anchor-y");
|
|
}
|
|
}
|
|
|
|
typedef enum
|
|
{
|
|
PARSE_X,
|
|
PARSE_Y,
|
|
PARSE_WIDTH,
|
|
PARSE_HEIGHT,
|
|
PARSE_ANCHOR_X,
|
|
PARSE_ANCHOR_Y
|
|
} ParseDimension;
|
|
|
|
static gfloat
|
|
parse_units (ClutterActor *self,
|
|
ParseDimension dimension,
|
|
JsonNode *node)
|
|
{
|
|
GValue value = { 0, };
|
|
gfloat 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))
|
|
{
|
|
retval = g_value_get_int (&value);
|
|
}
|
|
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 = val;
|
|
goto out;
|
|
}
|
|
|
|
if (strcmp (end, "px") == 0)
|
|
{
|
|
retval = val;
|
|
goto out;
|
|
}
|
|
|
|
if (strcmp (end, "em") == 0)
|
|
{
|
|
retval = CLUTTER_UNITS_FROM_EM (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')
|
|
{
|
|
ClutterActor *stage;
|
|
|
|
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;
|
|
}
|
|
|
|
stage = clutter_actor_get_stage (self);
|
|
if (stage == NULL)
|
|
stage = clutter_stage_get_default ();
|
|
|
|
if (dimension == PARSE_X ||
|
|
dimension == PARSE_WIDTH ||
|
|
dimension == PARSE_ANCHOR_X)
|
|
{
|
|
retval = clutter_actor_get_width (stage) * val;
|
|
}
|
|
else
|
|
{
|
|
retval = clutter_actor_get_height (stage) * 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))
|
|
{
|
|
ClutterActor *stage;
|
|
gdouble val;
|
|
|
|
stage = clutter_actor_get_stage (self);
|
|
if (stage == NULL)
|
|
stage = clutter_stage_get_default ();
|
|
|
|
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 = g_value_get_double (&value);
|
|
|
|
if (dimension == PARSE_X ||
|
|
dimension == PARSE_WIDTH ||
|
|
dimension == PARSE_ANCHOR_X)
|
|
{
|
|
retval = clutter_actor_get_width (stage) * val;
|
|
}
|
|
else
|
|
{
|
|
retval = clutter_actor_get_height (stage) * 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;
|
|
|
|
gdouble angle;
|
|
|
|
gfloat center_x;
|
|
gfloat center_y;
|
|
gfloat 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 = 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))
|
|
{
|
|
ParseDimension dimension;
|
|
gfloat units;
|
|
|
|
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, 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 (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: (in): x screen coordinate of the point to unproject
|
|
* @y: (in): y screen coordinate of the point to unproject
|
|
* @x_out: (out): return location for the unprojected x coordinance
|
|
* @y_out: (out): return location for the unprojected y coordinance
|
|
*
|
|
* 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.
|
|
*
|
|
* Note: This function only works when the allocation is up-to-date,
|
|
* i.e. inside of paint()
|
|
*
|
|
* Return value: %TRUE if conversion was successful.
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
gboolean
|
|
clutter_actor_transform_stage_point (ClutterActor *self,
|
|
gfloat x,
|
|
gfloat y,
|
|
gfloat *x_out,
|
|
gfloat *y_out)
|
|
{
|
|
ClutterVertex v[4];
|
|
float ST[3][3];
|
|
float RQ[3][3];
|
|
int du, dv, xi, yi;
|
|
float px, py;
|
|
float xf, yf, wf, 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 implementation 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_abs_allocation_vertices (self, v);
|
|
|
|
/* Keeping these as ints simplifies the multiplication (no significant
|
|
* loss of precision here).
|
|
*/
|
|
du = (int) (priv->allocation.x2 - priv->allocation.x1);
|
|
dv = (int) (priv->allocation.y2 - priv->allocation.y1);
|
|
|
|
if (!du || !dv)
|
|
return FALSE;
|
|
|
|
#define UX2FP(x) (x)
|
|
#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] = UX2FP (v[1].x - v[0].x);
|
|
RQ[1][0] = UX2FP (v[3].x - v[1].x);
|
|
RQ[2][0] = UX2FP (v[0].x);
|
|
RQ[0][1] = UX2FP (v[1].y - v[0].y);
|
|
RQ[1][1] = UX2FP (v[3].y - v[1].y);
|
|
RQ[2][1] = UX2FP (v[0].y);
|
|
RQ[0][2] = 0;
|
|
RQ[1][2] = 0;
|
|
RQ[2][2] = 1.0;
|
|
}
|
|
else
|
|
{
|
|
/* projective transform */
|
|
double dx1, dx2, dy1, dy2, del;
|
|
|
|
dx1 = UX2FP (v[1].x - v[3].x);
|
|
dx2 = UX2FP (v[2].x - v[3].x);
|
|
dy1 = UX2FP (v[1].y - v[3].y);
|
|
dy2 = UX2FP (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] = (DET2FP (UX2FP (px), dx2, UX2FP (py), dy2) / del);
|
|
RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
|
|
RQ[1][2] = (DET2FP (dx1, UX2FP (px), dy1, UX2FP (py)) / del);
|
|
RQ[2][2] = 1.0;
|
|
RQ[0][0] = UX2FP (v[1].x - v[0].x) + (RQ[0][2] * UX2FP (v[1].x));
|
|
RQ[1][0] = UX2FP (v[2].x - v[0].x) + (RQ[1][2] * UX2FP (v[2].x));
|
|
RQ[2][0] = UX2FP (v[0].x);
|
|
RQ[0][1] = UX2FP (v[1].y - v[0].y) + (RQ[0][2] * UX2FP (v[1].y));
|
|
RQ[1][1] = UX2FP (v[2].y - v[0].y) + (RQ[1][2] * UX2FP (v[2].y));
|
|
RQ[2][1] = UX2FP (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] = DET2FP (RQ[1][1], RQ[1][2], RQ[2][1], RQ[2][2]);
|
|
ST[1][0] = DET2FP (RQ[1][2], RQ[1][0], RQ[2][2], RQ[2][0]);
|
|
ST[2][0] = DET2FP (RQ[1][0], RQ[1][1], RQ[2][0], RQ[2][1]);
|
|
ST[0][1] = DET2FP (RQ[2][1], RQ[2][2], RQ[0][1], RQ[0][2]);
|
|
ST[1][1] = DET2FP (RQ[2][2], RQ[2][0], RQ[0][2], RQ[0][0]);
|
|
ST[2][1] = DET2FP (RQ[2][0], RQ[2][1], RQ[0][0], RQ[0][1]);
|
|
ST[0][2] = DET2FP (RQ[0][1], RQ[0][2], RQ[1][1], RQ[1][2]);
|
|
ST[1][2] = DET2FP (RQ[0][2], RQ[0][0], RQ[1][2], RQ[1][0]);
|
|
ST[2][2] = DET2FP (RQ[0][0], RQ[0][1], RQ[1][0], RQ[1][1]);
|
|
|
|
/*
|
|
* Check the resulting matrix is OK.
|
|
*/
|
|
det = (RQ[0][0] * ST[0][0])
|
|
+ (RQ[0][1] * ST[0][1])
|
|
+ (RQ[0][2] * ST[0][2]);
|
|
if (!det)
|
|
return FALSE;
|
|
|
|
/*
|
|
* Now transform our point with the ST matrix; the notional w
|
|
* coordinate is 1, hence the last part is simply added.
|
|
*/
|
|
xi = (int) x;
|
|
yi = (int) 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];
|
|
|
|
if (x_out)
|
|
*x_out = xf / wf;
|
|
|
|
if (y_out)
|
|
*y_out = yf / wf;
|
|
|
|
#undef UX2FP
|
|
#undef DET2FP
|
|
|
|
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 != NULL))
|
|
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 != NULL))
|
|
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 != NULL))
|
|
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;
|
|
}
|
|
|
|
/******************************************************************************/
|
|
|
|
struct _ShaderData
|
|
{
|
|
ClutterShader *shader;
|
|
|
|
/* list of values that should be set on the shader
|
|
* before each paint cycle
|
|
*/
|
|
GHashTable *value_hash;
|
|
};
|
|
|
|
static void
|
|
shader_value_free (gpointer data)
|
|
{
|
|
GValue *var = data;
|
|
g_value_unset (var);
|
|
g_slice_free (GValue, var);
|
|
}
|
|
|
|
static void
|
|
destroy_shader_data (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *actor_priv = self->priv;
|
|
ShaderData *shader_data = actor_priv->shader_data;
|
|
|
|
if (shader_data == NULL)
|
|
return;
|
|
|
|
if (shader_data->shader)
|
|
{
|
|
g_object_unref (shader_data->shader);
|
|
shader_data->shader = NULL;
|
|
}
|
|
|
|
if (shader_data->value_hash)
|
|
{
|
|
g_hash_table_destroy (shader_data->value_hash);
|
|
shader_data->value_hash = NULL;
|
|
}
|
|
|
|
g_slice_free (ShaderData, shader_data);
|
|
actor_priv->shader_data = NULL;
|
|
}
|
|
|
|
|
|
/**
|
|
* clutter_actor_get_shader:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Queries the currently set #ClutterShader on @self.
|
|
*
|
|
* Return value: (transfer none): 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 == NULL)
|
|
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 != NULL)
|
|
g_object_ref (shader);
|
|
else
|
|
{
|
|
/* if shader passed in is NULL we destroy the shader */
|
|
destroy_shader_data (self);
|
|
return TRUE;
|
|
}
|
|
|
|
actor_priv = self->priv;
|
|
shader_data = actor_priv->shader_data;
|
|
|
|
if (shader_data == NULL)
|
|
{
|
|
actor_priv->shader_data = shader_data = g_slice_new (ShaderData);
|
|
shader_data->shader = NULL;
|
|
shader_data->value_hash =
|
|
g_hash_table_new_full (g_str_hash, g_str_equal,
|
|
g_free,
|
|
shader_value_free);
|
|
}
|
|
if (shader_data->shader != NULL)
|
|
g_object_unref (shader_data->shader);
|
|
|
|
shader_data->shader = shader;
|
|
|
|
clutter_actor_queue_redraw (self);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
static void
|
|
set_each_param (gpointer key,
|
|
gpointer value,
|
|
gpointer user_data)
|
|
{
|
|
ClutterShader *shader = user_data;
|
|
GValue *var = value;
|
|
|
|
clutter_shader_set_uniform (shader, (const gchar *)key, var);
|
|
}
|
|
|
|
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->value_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: 1.0
|
|
*/
|
|
void
|
|
clutter_actor_set_shader_param (ClutterActor *self,
|
|
const gchar *param,
|
|
const GValue *value)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ShaderData *shader_data;
|
|
GValue *var;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
g_return_if_fail (param != NULL);
|
|
g_return_if_fail (CLUTTER_VALUE_HOLDS_SHADER_FLOAT (value) ||
|
|
CLUTTER_VALUE_HOLDS_SHADER_INT (value) ||
|
|
CLUTTER_VALUE_HOLDS_SHADER_MATRIX (value) ||
|
|
G_VALUE_HOLDS_FLOAT (value) ||
|
|
G_VALUE_HOLDS_INT (value));
|
|
|
|
priv = self->priv;
|
|
shader_data = priv->shader_data;
|
|
|
|
if (!shader_data)
|
|
return;
|
|
|
|
var = g_slice_new0 (GValue);
|
|
g_value_init (var, G_VALUE_TYPE (value));
|
|
g_value_copy (value, var);
|
|
g_hash_table_insert (shader_data->value_hash, g_strdup (param), var);
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_queue_redraw (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_shader_param_float:
|
|
* @self: a #ClutterActor
|
|
* @param: the name of the parameter
|
|
* @value: the value of the parameter
|
|
*
|
|
* Sets the value for a named float parameter of the shader applied
|
|
* to @actor.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_set_shader_param_float (ClutterActor *self,
|
|
const gchar *param,
|
|
gfloat value)
|
|
{
|
|
GValue var = { 0, };
|
|
|
|
g_value_init (&var, G_TYPE_FLOAT);
|
|
g_value_set_float (&var, value);
|
|
|
|
clutter_actor_set_shader_param (self, param, &var);
|
|
|
|
g_value_unset (&var);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_shader_param_int:
|
|
* @self: a #ClutterActor
|
|
* @param: the name of the parameter
|
|
* @value: the value of the parameter
|
|
*
|
|
* Sets the value for a named int parameter of the shader applied to
|
|
* @actor.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_set_shader_param_int (ClutterActor *self,
|
|
const gchar *param,
|
|
gint value)
|
|
{
|
|
GValue var = { 0, };
|
|
|
|
g_value_init (&var, G_TYPE_INT);
|
|
g_value_set_int (&var, value);
|
|
|
|
clutter_actor_set_shader_param (self, param, &var);
|
|
|
|
g_value_unset (&var);
|
|
}
|
|
|
|
/**
|
|
* 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 != 1.0 || priv->scale_y != 1.0)
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_box_get_from_vertices:
|
|
* @vtx: array of four #ClutterVertex
|
|
* @box: (out): return location for a #ClutterActorBox
|
|
*
|
|
* Calculates the bounding box represented by the four vertices; for details
|
|
* of the vertex array see clutter_actor_get_abs_allocation_vertices().
|
|
*
|
|
* Since: 0.6
|
|
*/
|
|
void
|
|
clutter_actor_get_box_from_vertices (ClutterVertex vtx[4],
|
|
ClutterActorBox *box)
|
|
{
|
|
gfloat 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: (transfer none): 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;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_allocate_preferred_size:
|
|
* @self: a #ClutterActor
|
|
* @absolute_origin_changed: whether the position of the parent has
|
|
* changed in stage coordinates
|
|
*
|
|
* Allocates the natural size of @self.
|
|
*
|
|
* This function is a utility call for #ClutterActor implementations
|
|
* that allocates the actor's preferred natural size. It can be used
|
|
* by fixed layout managers (like #ClutterGroup or so called
|
|
* 'composite actors') inside the ClutterActor::allocate
|
|
* implementation to give each child exactly how much space it
|
|
* requires.
|
|
*
|
|
* This function is not meant to be used by applications. It is also
|
|
* not meant to be used outside the implementation of the
|
|
* ClutterActor::allocate virtual function.
|
|
*
|
|
* Since: 0.8
|
|
*/
|
|
void
|
|
clutter_actor_allocate_preferred_size (ClutterActor *self,
|
|
gboolean absolute_origin_changed)
|
|
{
|
|
gfloat actor_x, actor_y;
|
|
gfloat natural_width, natural_height;
|
|
ClutterActorBox actor_box;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
actor_x = clutter_actor_get_x (self);
|
|
actor_y = clutter_actor_get_y (self);
|
|
|
|
clutter_actor_get_preferred_size (self,
|
|
NULL, NULL,
|
|
&natural_width,
|
|
&natural_height);
|
|
|
|
actor_box.x1 = actor_x;
|
|
actor_box.y1 = actor_y;
|
|
actor_box.x2 = actor_box.x1 + natural_width;
|
|
actor_box.y2 = actor_box.y1 + natural_height;
|
|
|
|
clutter_actor_allocate (self, &actor_box, absolute_origin_changed);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_grab_key_focus:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Sets the key focus of the #ClutterStage including @self
|
|
* to this #ClutterActor.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_actor_grab_key_focus (ClutterActor *self)
|
|
{
|
|
ClutterActor *parent;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
parent = clutter_actor_get_parent (self);
|
|
if (!parent)
|
|
return;
|
|
|
|
parent = clutter_actor_get_stage (self);
|
|
if (parent && CLUTTER_IS_STAGE (parent))
|
|
clutter_stage_set_key_focus (CLUTTER_STAGE (parent), self);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_pango_context:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Retrieves the #PangoContext for @self. The actor's #PangoContext
|
|
* is already configured using the appropriate font map, resolution
|
|
* and font options.
|
|
*
|
|
* Unlike clutter_actor_create_pango_context(), this context is owend
|
|
* by the #ClutterActor and it will be updated each time the options
|
|
* stored by the #ClutterBackend change.
|
|
*
|
|
* You can use the returned #PangoContext to create a #PangoLayout
|
|
* and render text using cogl_pango_render_layout() to reuse the
|
|
* glyphs cache also used by Clutter.
|
|
*
|
|
* Return value: (transfer none): the #PangoContext for a #ClutterActor.
|
|
* The returned #PangoContext is owned by the actor and should not be
|
|
* unreferenced by the application code
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
PangoContext *
|
|
clutter_actor_get_pango_context (ClutterActor *self)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
ClutterMainContext *ctx;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
|
|
|
|
priv = self->priv;
|
|
|
|
if (priv->pango_context)
|
|
return priv->pango_context;
|
|
|
|
ctx = CLUTTER_CONTEXT ();
|
|
priv->pango_context = _clutter_context_get_pango_context (ctx);
|
|
g_object_ref (priv->pango_context);
|
|
|
|
return priv->pango_context;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_create_pango_context:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Creates a #PangoContext for the given actor. The #PangoContext
|
|
* is already configured using the appropriate font map, resolution
|
|
* and font options.
|
|
*
|
|
* See also clutter_actor_get_pango_context().
|
|
*
|
|
* Return value: the newly created #PangoContext. Use g_object_unref()
|
|
* on the returned value to deallocate its resources
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
PangoContext *
|
|
clutter_actor_create_pango_context (ClutterActor *self)
|
|
{
|
|
ClutterMainContext *ctx;
|
|
PangoContext *retval;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
|
|
|
|
ctx = CLUTTER_CONTEXT ();
|
|
retval = _clutter_context_create_pango_context (ctx);
|
|
|
|
return retval;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_create_pango_layout:
|
|
* @self: a #ClutterActor
|
|
* @text: the text to set on the #PangoLayout, or %NULL
|
|
*
|
|
* Creates a new #PangoLayout from the same #PangoContext used
|
|
* by the #ClutterActor. The #PangoLayout is already configured
|
|
* with the font map, resolution and font options, and the
|
|
* given @text.
|
|
*
|
|
* If you want to keep around a #PangoLayout created by this
|
|
* function you will have to connect to the #ClutterBackend::font-changed
|
|
* and #ClutterBackend::resolution-changed signals, and call
|
|
* pango_layout_context_changed() in response to them.
|
|
*
|
|
* Return value: the newly created #PangoLayout. Use g_object_unref()
|
|
* when done
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
PangoLayout *
|
|
clutter_actor_create_pango_layout (ClutterActor *self,
|
|
const gchar *text)
|
|
{
|
|
PangoContext *context;
|
|
PangoLayout *layout;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
|
|
|
|
context = clutter_actor_get_pango_context (self);
|
|
layout = pango_layout_new (context);
|
|
|
|
if (text)
|
|
pango_layout_set_text (layout, text, -1);
|
|
|
|
return layout;
|
|
}
|
|
|
|
/* Allows overriding the parent traversed when querying an actors paint
|
|
* opacity. Used by ClutterClone. */
|
|
void
|
|
_clutter_actor_set_opacity_parent (ClutterActor *self,
|
|
ClutterActor *parent)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
self->priv->opacity_parent = parent;
|
|
}
|
|
|
|
/* Allows you to disable applying the actors model view transform during
|
|
* a paint. Used by ClutterClone. */
|
|
void
|
|
_clutter_actor_set_enable_model_view_transform (ClutterActor *self,
|
|
gboolean enable)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
self->priv->enable_model_view_transform = enable;
|
|
}
|
|
|
|
void
|
|
_clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
|
|
gboolean enable)
|
|
{
|
|
ClutterActorPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
priv = self->priv;
|
|
|
|
priv->enable_paint_unmapped = enable;
|
|
|
|
if (priv->enable_paint_unmapped)
|
|
clutter_actor_update_map_state (self, MAP_STATE_MAKE_MAPPED);
|
|
else
|
|
clutter_actor_update_map_state (self, MAP_STATE_MAKE_UNMAPPED);
|
|
}
|
|
|
|
static void
|
|
clutter_anchor_coord_get_units (ClutterActor *self,
|
|
const AnchorCoord *coord,
|
|
gfloat *x,
|
|
gfloat *y,
|
|
gfloat *z)
|
|
{
|
|
if (coord->is_fractional)
|
|
{
|
|
gfloat actor_width, actor_height;
|
|
|
|
clutter_actor_get_size (self, &actor_width, &actor_height);
|
|
|
|
if (x)
|
|
*x = actor_width * coord->v.fraction.x;
|
|
|
|
if (y)
|
|
*y = actor_height * coord->v.fraction.y;
|
|
|
|
if (z)
|
|
*z = 0;
|
|
}
|
|
else
|
|
{
|
|
if (x)
|
|
*x = coord->v.units.x;
|
|
|
|
if (y)
|
|
*y = coord->v.units.y;
|
|
|
|
if (z)
|
|
*z = coord->v.units.z;
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_anchor_coord_set_units (AnchorCoord *coord,
|
|
gfloat x,
|
|
gfloat y,
|
|
gfloat z)
|
|
{
|
|
coord->is_fractional = FALSE;
|
|
coord->v.units.x = x;
|
|
coord->v.units.y = y;
|
|
coord->v.units.z = z;
|
|
}
|
|
|
|
static ClutterGravity
|
|
clutter_anchor_coord_get_gravity (AnchorCoord *coord)
|
|
{
|
|
if (coord->is_fractional)
|
|
{
|
|
if (coord->v.fraction.x == 0.0)
|
|
{
|
|
if (coord->v.fraction.y == 0.0)
|
|
return CLUTTER_GRAVITY_NORTH_WEST;
|
|
else if (coord->v.fraction.y == 0.5)
|
|
return CLUTTER_GRAVITY_WEST;
|
|
else if (coord->v.fraction.y == 1.0)
|
|
return CLUTTER_GRAVITY_SOUTH_WEST;
|
|
else
|
|
return CLUTTER_GRAVITY_NONE;
|
|
}
|
|
else if (coord->v.fraction.x == 0.5)
|
|
{
|
|
if (coord->v.fraction.y == 0.0)
|
|
return CLUTTER_GRAVITY_NORTH;
|
|
else if (coord->v.fraction.y == 0.5)
|
|
return CLUTTER_GRAVITY_CENTER;
|
|
else if (coord->v.fraction.y == 1.0)
|
|
return CLUTTER_GRAVITY_SOUTH;
|
|
else
|
|
return CLUTTER_GRAVITY_NONE;
|
|
}
|
|
else if (coord->v.fraction.x == 1.0)
|
|
{
|
|
if (coord->v.fraction.y == 0.0)
|
|
return CLUTTER_GRAVITY_NORTH_EAST;
|
|
else if (coord->v.fraction.y == 0.5)
|
|
return CLUTTER_GRAVITY_EAST;
|
|
else if (coord->v.fraction.y == 1.0)
|
|
return CLUTTER_GRAVITY_SOUTH_EAST;
|
|
else
|
|
return CLUTTER_GRAVITY_NONE;
|
|
}
|
|
else
|
|
return CLUTTER_GRAVITY_NONE;
|
|
}
|
|
else
|
|
return CLUTTER_GRAVITY_NONE;
|
|
}
|
|
|
|
static void
|
|
clutter_anchor_coord_set_gravity (AnchorCoord *coord,
|
|
ClutterGravity gravity)
|
|
{
|
|
switch (gravity)
|
|
{
|
|
case CLUTTER_GRAVITY_NORTH:
|
|
coord->v.fraction.x = 0.5;
|
|
coord->v.fraction.y = 0.0;
|
|
break;
|
|
|
|
case CLUTTER_GRAVITY_NORTH_EAST:
|
|
coord->v.fraction.x = 1.0;
|
|
coord->v.fraction.y = 0.0;
|
|
break;
|
|
|
|
case CLUTTER_GRAVITY_EAST:
|
|
coord->v.fraction.x = 1.0;
|
|
coord->v.fraction.y = 0.5;
|
|
break;
|
|
|
|
case CLUTTER_GRAVITY_SOUTH_EAST:
|
|
coord->v.fraction.x = 1.0;
|
|
coord->v.fraction.y = 1.0;
|
|
break;
|
|
|
|
case CLUTTER_GRAVITY_SOUTH:
|
|
coord->v.fraction.x = 0.5;
|
|
coord->v.fraction.y = 1.0;
|
|
break;
|
|
|
|
case CLUTTER_GRAVITY_SOUTH_WEST:
|
|
coord->v.fraction.x = 0.0;
|
|
coord->v.fraction.y = 1.0;
|
|
break;
|
|
|
|
case CLUTTER_GRAVITY_WEST:
|
|
coord->v.fraction.x = 0.0;
|
|
coord->v.fraction.y = 0.5;
|
|
break;
|
|
|
|
case CLUTTER_GRAVITY_NORTH_WEST:
|
|
coord->v.fraction.x = 0.0;
|
|
coord->v.fraction.y = 0.0;
|
|
break;
|
|
|
|
case CLUTTER_GRAVITY_CENTER:
|
|
coord->v.fraction.x = 0.5;
|
|
coord->v.fraction.y = 0.5;
|
|
break;
|
|
|
|
default:
|
|
coord->v.fraction.x = 0.0;
|
|
coord->v.fraction.y = 0.0;
|
|
break;
|
|
}
|
|
|
|
coord->is_fractional = TRUE;
|
|
}
|
|
|
|
static gboolean
|
|
clutter_anchor_coord_is_zero (const AnchorCoord *coord)
|
|
{
|
|
if (coord->is_fractional)
|
|
return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
|
|
else
|
|
return (coord->v.units.x == 0.0
|
|
&& coord->v.units.y == 0.0
|
|
&& coord->v.units.z == 0.0);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_flags:
|
|
* @self: a #ClutterActor
|
|
*
|
|
* Retrieves the flags set on @self
|
|
*
|
|
* Return value: a bitwise or of #ClutterActorFlags or 0
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterActorFlags
|
|
clutter_actor_get_flags (ClutterActor *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), 0);
|
|
|
|
return self->flags;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_set_flags:
|
|
* @self: a #ClutterActor
|
|
* @flags: the flags to set
|
|
*
|
|
* Sets @flags on @self
|
|
*
|
|
* This function will emit notifications for the changed properties
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_actor_set_flags (ClutterActor *self,
|
|
ClutterActorFlags flags)
|
|
{
|
|
ClutterActorFlags old_flags;
|
|
GObject *obj;
|
|
gboolean was_reactive_set, reactive_set;
|
|
gboolean was_realized_set, realized_set;
|
|
gboolean was_mapped_set, mapped_set;
|
|
gboolean was_visible_set, visible_set;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
if (self->flags == flags)
|
|
return;
|
|
|
|
obj = G_OBJECT (self);
|
|
g_object_freeze_notify (obj);
|
|
|
|
old_flags = self->flags;
|
|
|
|
was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
|
|
was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
|
|
was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
|
|
was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
|
|
|
|
self->flags |= flags;
|
|
|
|
reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
|
|
realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
|
|
mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
|
|
visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
|
|
|
|
if (reactive_set != was_reactive_set)
|
|
g_object_notify (obj, "reactive");
|
|
|
|
if (realized_set != was_realized_set)
|
|
g_object_notify (obj, "realized");
|
|
|
|
if (mapped_set != was_mapped_set)
|
|
g_object_notify (obj, "mapped");
|
|
|
|
if (visible_set != was_visible_set)
|
|
g_object_notify (obj, "visible");
|
|
|
|
g_object_thaw_notify (obj);
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_unset_flags:
|
|
* @self: a #ClutterActor
|
|
* @flags: the flags to unset
|
|
*
|
|
* Unsets @flags on @self
|
|
*
|
|
* This function will emit notifications for the changed properties
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_actor_unset_flags (ClutterActor *self,
|
|
ClutterActorFlags flags)
|
|
{
|
|
ClutterActorFlags old_flags;
|
|
GObject *obj;
|
|
gboolean was_reactive_set, reactive_set;
|
|
gboolean was_realized_set, realized_set;
|
|
gboolean was_mapped_set, mapped_set;
|
|
gboolean was_visible_set, visible_set;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (self));
|
|
|
|
obj = G_OBJECT (self);
|
|
g_object_freeze_notify (obj);
|
|
|
|
old_flags = self->flags;
|
|
|
|
was_reactive_set = ((old_flags & CLUTTER_ACTOR_REACTIVE) != 0);
|
|
was_realized_set = ((old_flags & CLUTTER_ACTOR_REALIZED) != 0);
|
|
was_mapped_set = ((old_flags & CLUTTER_ACTOR_MAPPED) != 0);
|
|
was_visible_set = ((old_flags & CLUTTER_ACTOR_VISIBLE) != 0);
|
|
|
|
self->flags &= ~flags;
|
|
|
|
if (self->flags == old_flags)
|
|
return;
|
|
|
|
reactive_set = ((self->flags & CLUTTER_ACTOR_REACTIVE) != 0);
|
|
realized_set = ((self->flags & CLUTTER_ACTOR_REALIZED) != 0);
|
|
mapped_set = ((self->flags & CLUTTER_ACTOR_MAPPED) != 0);
|
|
visible_set = ((self->flags & CLUTTER_ACTOR_VISIBLE) != 0);
|
|
|
|
if (reactive_set != was_reactive_set)
|
|
g_object_notify (obj, "reactive");
|
|
|
|
if (realized_set != was_realized_set)
|
|
g_object_notify (obj, "realized");
|
|
|
|
if (mapped_set != was_mapped_set)
|
|
g_object_notify (obj, "mapped");
|
|
|
|
if (visible_set != was_visible_set)
|
|
g_object_notify (obj, "visible");
|
|
|
|
g_object_thaw_notify (obj);
|
|
}
|