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8df4a0b8fd
Add clutter_actor_has_allocation(), a method meant to be used when deciding whether to call clutter_actor_get_allocation_box() or any of its wrappers. The get_allocation_box() method will, in case the allocation is invalid, perform a costly re-allocation cycle to ensure that the returned box is valid. The has_allocation() method is meant to be used if we have an actor calling get_allocation_box() from outside the place where the allocation is always guaranteed to be valid. Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
570 lines
32 KiB
C
570 lines
32 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, 2007, 2008 OpenedHand Ltd
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* Copyright (C) 2009, 2010 Intel Corp
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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, see <http://www.gnu.org/licenses/>.
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*/
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#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
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#error "Only <clutter/clutter.h> can be included directly."
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#endif
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#ifndef __CLUTTER_ACTOR_H__
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#define __CLUTTER_ACTOR_H__
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/* clutter-actor.h */
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#include <glib-object.h>
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#include <pango/pango.h>
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#include <clutter/clutter-color.h>
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#include <clutter/clutter-types.h>
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#include <clutter/clutter-event.h>
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#include <clutter/clutter-shader.h>
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G_BEGIN_DECLS
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#define CLUTTER_TYPE_ACTOR (clutter_actor_get_type ())
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#define CLUTTER_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_ACTOR, ClutterActor))
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#define CLUTTER_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_ACTOR, ClutterActorClass))
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#define CLUTTER_IS_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_ACTOR))
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#define CLUTTER_IS_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_ACTOR))
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#define CLUTTER_ACTOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_ACTOR, ClutterActorClass))
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/**
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* CLUTTER_ACTOR_SET_FLAGS:
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* @a: a #ClutterActor
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* @f: the #ClutterActorFlags to set
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*
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* Sets the given flags on a #ClutterActor
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*/
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#define CLUTTER_ACTOR_SET_FLAGS(a,f) (((ClutterActor*)(a))->flags |= (f))
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/**
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* CLUTTER_ACTOR_UNSET_FLAGS:
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* @a: a #ClutterActor
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* @f: the #ClutterActorFlags to unset
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*
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* Unsets the given flags on a #ClutterActor
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*/
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#define CLUTTER_ACTOR_UNSET_FLAGS(a,f) (((ClutterActor*)(a))->flags &= ~(f))
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#define CLUTTER_ACTOR_IS_MAPPED(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_MAPPED) != FALSE)
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#define CLUTTER_ACTOR_IS_REALIZED(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_REALIZED) != FALSE)
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#define CLUTTER_ACTOR_IS_VISIBLE(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_VISIBLE) != FALSE)
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#define CLUTTER_ACTOR_IS_REACTIVE(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_REACTIVE) != FALSE)
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typedef struct _ClutterActorClass ClutterActorClass;
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typedef struct _ClutterActorPrivate ClutterActorPrivate;
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/**
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* ClutterCallback:
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* @actor: a #ClutterActor
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* @data: user data
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*
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* Generic callback
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*/
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typedef void (*ClutterCallback) (ClutterActor *actor,
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gpointer data);
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/**
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* CLUTTER_CALLBACK
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* @f: a function
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*
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* Convenience macro to cast a function to #ClutterCallback
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*/
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#define CLUTTER_CALLBACK(f) ((ClutterCallback) (f))
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/**
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* ClutterActorFlags:
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* @CLUTTER_ACTOR_MAPPED: the actor will be painted (is visible, and inside
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* a toplevel, and all parents visible)
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* @CLUTTER_ACTOR_REALIZED: the resources associated to the actor have been
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* allocated
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* @CLUTTER_ACTOR_REACTIVE: the actor 'reacts' to mouse events emmitting event
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* signals
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* @CLUTTER_ACTOR_VISIBLE: the actor has been shown by the application program
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* @CLUTTER_ACTOR_NO_LAYOUT: the actor provides an explicit layout management
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* policy for its children; this flag will prevent Clutter from automatic
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* queueing of relayout and will defer all layouting to the actor itself
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*
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* Flags used to signal the state of an actor.
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*/
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typedef enum
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{
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CLUTTER_ACTOR_MAPPED = 1 << 1,
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CLUTTER_ACTOR_REALIZED = 1 << 2,
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CLUTTER_ACTOR_REACTIVE = 1 << 3,
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CLUTTER_ACTOR_VISIBLE = 1 << 4,
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CLUTTER_ACTOR_NO_LAYOUT = 1 << 5
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} ClutterActorFlags;
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/**
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* ClutterAllocationFlags:
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* @CLUTTER_ALLOCATION_NONE: No flag set
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* @CLUTTER_ABSOLUTE_ORIGIN_CHANGED: Whether the absolute origin of the
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* actor has changed; this implies that any ancestor of the actor has
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* been moved
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*
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* Flags passed to the #ClutterActor::allocate() virtual function and
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* to the clutter_actor_allocate() function
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*
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* Since: 1.0
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*/
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typedef enum
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{
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CLUTTER_ALLOCATION_NONE = 0,
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CLUTTER_ABSOLUTE_ORIGIN_CHANGED = 1 << 1
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} ClutterAllocationFlags;
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/**
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* ClutterRedrawFlags:
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* @CLUTTER_REDRAW_CLIPPED_TO_BOX: Tells clutter the redraw is clipped
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* to a given clip box in actor coordinates.
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* @CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION: Tells clutter the maximum
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* extents of what needs to be redrawn lies within the actors
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* current allocation.
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*
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* Flags passed to the clutter_actor_queue_redraw_with_clip ()
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* function
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*
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* Since: 1.2
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*/
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typedef enum
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{
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CLUTTER_REDRAW_CLIPPED_TO_BOX = 0,
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CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION = 1 << 1
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} ClutterRedrawFlags;
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/**
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* ClutterActor:
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* @flags: #ClutterActorFlags
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*
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* Base class for actors.
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*/
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struct _ClutterActor
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{
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/*< private >*/
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GInitiallyUnowned parent_instance;
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/*< public >*/
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guint32 flags;
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/*< private >*/
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guint32 private_flags;
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ClutterActorPrivate *priv;
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};
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/**
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* ClutterActorClass:
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* @show: signal class handler for #ClutterActor::show; it must chain
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* up to the parent's implementation
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* @show_all: virtual function for containers and composite actors, to
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* determine which children should be shown when calling
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* clutter_actor_show_all() on the actor. Defaults to calling
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* clutter_actor_show().
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* @hide: signal class handler for #ClutterActor::hide; it must chain
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* up to the parent's implementation
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* @hide_all: virtual function for containers and composite actors, to
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* determine which children should be shown when calling
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* clutter_actor_hide_all() on the actor. Defaults to calling
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* clutter_actor_hide().
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* @realize: virtual function, used to allocate resources for the actor;
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* it should chain up to the parent's implementation
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* @unrealize: virtual function, used to deallocate resources allocated
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* in ::realize; it should chain up to the parent's implementation
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* @map: virtual function for containers and composite actors, to
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* map their children; it must chain up to the parent's implementation
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* @unmap: virtual function for containers and composite actors, to
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* unmap their children; it must chain up to the parent's implementation
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* @paint: virtual function, used to paint the actor
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* @get_preferred_width: virtual function, used when querying the minimum
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* and natural widths of an actor for a given height; it is used by
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* clutter_actor_get_preferred_width()
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* @get_preferred_height: virtual function, used when querying the minimum
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* and natural heights of an actor for a given width; it is used by
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* clutter_actor_get_preferred_height()
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* @allocate: virtual function, used when settings the coordinates of an
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* actor; it is used by clutter_actor_allocate(); it must chain up to
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* the parent's implementation
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* @apply_transform: virtual function, used when applying the transformations
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* to an actor before painting it or when transforming coordinates or
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* the allocation; it must chain up to the parent's implementation
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* @parent_set: signal class handler for the #ClutterActor::parent-set
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* @destroy: signal class handler for #ClutterActor::destroy
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* @pick: virtual function, used to draw an outline of the actor with
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* the given color
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* @queue_redraw: class handler for #ClutterActor::queue-redraw
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* @event: class handler for #ClutterActor::event
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* @button_press_event: class handler for #ClutterActor::button-press-event
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* @button_release_event: class handler for
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* #ClutterActor::button-release-event
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* @scroll_event: signal class closure for #ClutterActor::scroll-event
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* @key_press_event: signal class closure for #ClutterActor::key-press-event
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* @key_release_event: signal class closure for
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* #ClutterActor::key-release-event
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* @motion_event: signal class closure for #ClutterActor::motion-event
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* @enter_event: signal class closure for #ClutterActor::enter-event
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* @leave_event: signal class closure for #ClutterActor::leave-event
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* @captured_event: signal class closure for #ClutterActor::captured-event
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* @key_focus_in: signal class closure for #ClutterActor::focus-in
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* @key_focus_out: signal class closure for #ClutterActor::focus-out
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* @queue_relayout: class handler for #ClutterActor::queue-relayout
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*
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* Base class for actors.
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*/
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struct _ClutterActorClass
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{
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/*< private >*/
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GInitiallyUnownedClass parent_class;
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/*< public >*/
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void (* show) (ClutterActor *actor);
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void (* show_all) (ClutterActor *actor);
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void (* hide) (ClutterActor *actor);
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void (* hide_all) (ClutterActor *actor);
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void (* realize) (ClutterActor *actor);
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void (* unrealize) (ClutterActor *actor);
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void (* map) (ClutterActor *actor);
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void (* unmap) (ClutterActor *actor);
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void (* paint) (ClutterActor *actor);
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void (* parent_set) (ClutterActor *actor,
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ClutterActor *old_parent);
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void (* destroy) (ClutterActor *actor);
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void (* pick) (ClutterActor *actor,
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const ClutterColor *color);
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void (* queue_redraw) (ClutterActor *actor,
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ClutterActor *leaf_that_queued);
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/* size negotiation */
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void (* get_preferred_width) (ClutterActor *actor,
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gfloat for_height,
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gfloat *min_width_p,
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gfloat *natural_width_p);
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void (* get_preferred_height) (ClutterActor *actor,
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gfloat for_width,
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gfloat *min_height_p,
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gfloat *natural_height_p);
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void (* allocate) (ClutterActor *actor,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags);
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/* transformations */
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void (* apply_transform) (ClutterActor *actor,
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CoglMatrix *matrix);
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/* event signals */
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gboolean (* event) (ClutterActor *actor,
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ClutterEvent *event);
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gboolean (* button_press_event) (ClutterActor *actor,
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ClutterButtonEvent *event);
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gboolean (* button_release_event) (ClutterActor *actor,
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ClutterButtonEvent *event);
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gboolean (* scroll_event) (ClutterActor *actor,
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ClutterScrollEvent *event);
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gboolean (* key_press_event) (ClutterActor *actor,
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ClutterKeyEvent *event);
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gboolean (* key_release_event) (ClutterActor *actor,
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ClutterKeyEvent *event);
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gboolean (* motion_event) (ClutterActor *actor,
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ClutterMotionEvent *event);
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gboolean (* enter_event) (ClutterActor *actor,
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ClutterCrossingEvent *event);
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gboolean (* leave_event) (ClutterActor *actor,
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ClutterCrossingEvent *event);
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gboolean (* captured_event) (ClutterActor *actor,
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ClutterEvent *event);
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void (* key_focus_in) (ClutterActor *actor);
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void (* key_focus_out) (ClutterActor *actor);
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void (* queue_relayout) (ClutterActor *actor);
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/*< private >*/
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/* padding for future expansion */
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gpointer _padding_dummy[31];
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};
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GType clutter_actor_get_type (void) G_GNUC_CONST;
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void clutter_actor_set_flags (ClutterActor *self,
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ClutterActorFlags flags);
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void clutter_actor_unset_flags (ClutterActor *self,
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ClutterActorFlags flags);
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ClutterActorFlags clutter_actor_get_flags (ClutterActor *self);
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void clutter_actor_show (ClutterActor *self);
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void clutter_actor_show_all (ClutterActor *self);
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void clutter_actor_hide (ClutterActor *self);
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void clutter_actor_hide_all (ClutterActor *self);
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void clutter_actor_realize (ClutterActor *self);
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void clutter_actor_unrealize (ClutterActor *self);
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void clutter_actor_map (ClutterActor *self);
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void clutter_actor_unmap (ClutterActor *self);
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void clutter_actor_paint (ClutterActor *self);
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void clutter_actor_queue_redraw (ClutterActor *self);
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void clutter_actor_queue_relayout (ClutterActor *self);
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void clutter_actor_destroy (ClutterActor *self);
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/* size negotiation */
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void clutter_actor_set_request_mode (ClutterActor *self,
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ClutterRequestMode mode);
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ClutterRequestMode clutter_actor_get_request_mode (ClutterActor *self);
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void clutter_actor_get_preferred_width (ClutterActor *self,
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gfloat for_height,
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gfloat *min_width_p,
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gfloat *natural_width_p);
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void clutter_actor_get_preferred_height (ClutterActor *self,
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gfloat for_width,
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gfloat *min_height_p,
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gfloat *natural_height_p);
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void clutter_actor_get_preferred_size (ClutterActor *self,
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gfloat *min_width_p,
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gfloat *min_height_p,
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gfloat *natural_width_p,
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gfloat *natural_height_p);
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void clutter_actor_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags);
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void clutter_actor_allocate_preferred_size (ClutterActor *self,
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ClutterAllocationFlags flags);
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void clutter_actor_allocate_available_size (ClutterActor *self,
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gfloat x,
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gfloat y,
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gfloat available_width,
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gfloat available_height,
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ClutterAllocationFlags flags);
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void clutter_actor_get_allocation_box (ClutterActor *self,
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ClutterActorBox *box);
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void clutter_actor_get_allocation_geometry (ClutterActor *self,
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ClutterGeometry *geom);
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void clutter_actor_get_allocation_vertices (ClutterActor *self,
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ClutterActor *ancestor,
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ClutterVertex verts[]);
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void clutter_actor_set_geometry (ClutterActor *self,
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const ClutterGeometry *geometry);
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void clutter_actor_get_geometry (ClutterActor *self,
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ClutterGeometry *geometry);
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void clutter_actor_set_size (ClutterActor *self,
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gfloat width,
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gfloat height);
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void clutter_actor_get_size (ClutterActor *self,
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gfloat *width,
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gfloat *height);
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void clutter_actor_get_transformed_size (ClutterActor *self,
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gfloat *width,
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gfloat *height);
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void clutter_actor_set_position (ClutterActor *self,
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gfloat x,
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gfloat y);
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void clutter_actor_get_position (ClutterActor *self,
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gfloat *x,
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gfloat *y);
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void clutter_actor_get_transformed_position (ClutterActor *self,
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gfloat *x,
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gfloat *y);
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gboolean clutter_actor_get_fixed_position_set (ClutterActor *self);
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void clutter_actor_set_fixed_position_set (ClutterActor *self,
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gboolean is_set);
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gfloat clutter_actor_get_width (ClutterActor *self);
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gfloat clutter_actor_get_height (ClutterActor *self);
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void clutter_actor_set_width (ClutterActor *self,
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gfloat width);
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void clutter_actor_set_height (ClutterActor *self,
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gfloat height);
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gfloat clutter_actor_get_x (ClutterActor *self);
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gfloat clutter_actor_get_y (ClutterActor *self);
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void clutter_actor_set_x (ClutterActor *self,
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gfloat x);
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void clutter_actor_set_y (ClutterActor *self,
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gfloat y);
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void clutter_actor_set_rotation (ClutterActor *self,
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ClutterRotateAxis axis,
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gdouble angle,
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gfloat x,
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gfloat y,
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gfloat z);
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void clutter_actor_set_z_rotation_from_gravity (ClutterActor *self,
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gdouble angle,
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ClutterGravity gravity);
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gdouble clutter_actor_get_rotation (ClutterActor *self,
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ClutterRotateAxis axis,
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gfloat *x,
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gfloat *y,
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gfloat *z);
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ClutterGravity clutter_actor_get_z_rotation_gravity (ClutterActor *self);
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void clutter_actor_set_opacity (ClutterActor *self,
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guint8 opacity);
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guint8 clutter_actor_get_opacity (ClutterActor *self);
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guint8 clutter_actor_get_paint_opacity (ClutterActor *self);
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gboolean clutter_actor_get_paint_visibility (ClutterActor *self);
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void clutter_actor_set_name (ClutterActor *self,
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const gchar *name);
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G_CONST_RETURN gchar *clutter_actor_get_name (ClutterActor *self);
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guint32 clutter_actor_get_gid (ClutterActor *self);
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void clutter_actor_set_clip (ClutterActor *self,
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gfloat xoff,
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gfloat yoff,
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gfloat width,
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gfloat height);
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void clutter_actor_remove_clip (ClutterActor *self);
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gboolean clutter_actor_has_clip (ClutterActor *self);
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void clutter_actor_get_clip (ClutterActor *self,
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gfloat *xoff,
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gfloat *yoff,
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gfloat *width,
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gfloat *height);
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void clutter_actor_set_parent (ClutterActor *self,
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ClutterActor *parent);
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ClutterActor * clutter_actor_get_parent (ClutterActor *self);
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void clutter_actor_reparent (ClutterActor *self,
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ClutterActor *new_parent);
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void clutter_actor_unparent (ClutterActor *self);
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ClutterActor* clutter_actor_get_stage (ClutterActor *actor);
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void clutter_actor_raise (ClutterActor *self,
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ClutterActor *below);
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void clutter_actor_lower (ClutterActor *self,
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ClutterActor *above);
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void clutter_actor_raise_top (ClutterActor *self);
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void clutter_actor_lower_bottom (ClutterActor *self);
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void clutter_actor_set_depth (ClutterActor *self,
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gfloat depth);
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gfloat clutter_actor_get_depth (ClutterActor *self);
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void clutter_actor_set_scale (ClutterActor *self,
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gdouble scale_x,
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gdouble scale_y);
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void clutter_actor_set_scale_full (ClutterActor *self,
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gdouble scale_x,
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gdouble scale_y,
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gfloat center_x,
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gfloat center_y);
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void clutter_actor_set_scale_with_gravity (ClutterActor *self,
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gdouble scale_x,
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gdouble scale_y,
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ClutterGravity gravity);
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void clutter_actor_get_scale (ClutterActor *self,
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gdouble *scale_x,
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gdouble *scale_y);
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void clutter_actor_get_scale_center (ClutterActor *self,
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gfloat *center_x,
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gfloat *center_y);
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ClutterGravity clutter_actor_get_scale_gravity (ClutterActor *self);
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void clutter_actor_move_by (ClutterActor *self,
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gfloat dx,
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gfloat dy);
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void clutter_actor_set_reactive (ClutterActor *actor,
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gboolean reactive);
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gboolean clutter_actor_get_reactive (ClutterActor *actor);
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gboolean clutter_actor_event (ClutterActor *actor,
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ClutterEvent *event,
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gboolean capture);
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ClutterActor * clutter_get_actor_by_gid (guint32 id);
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gboolean clutter_actor_set_shader (ClutterActor *self,
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ClutterShader *shader);
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ClutterShader * clutter_actor_get_shader (ClutterActor *self);
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void clutter_actor_set_shader_param (ClutterActor *self,
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const gchar *param,
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const GValue *value);
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void clutter_actor_set_shader_param_int (ClutterActor *self,
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const gchar *param,
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gint value);
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void clutter_actor_set_shader_param_float (ClutterActor *self,
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const gchar *param,
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gfloat value);
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void clutter_actor_set_anchor_point (ClutterActor *self,
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gfloat anchor_x,
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gfloat anchor_y);
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void clutter_actor_move_anchor_point (ClutterActor *self,
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gfloat anchor_x,
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gfloat anchor_y);
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void clutter_actor_get_anchor_point (ClutterActor *self,
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gfloat *anchor_x,
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gfloat *anchor_y);
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ClutterGravity clutter_actor_get_anchor_point_gravity (ClutterActor *self);
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void clutter_actor_set_anchor_point_from_gravity (ClutterActor *self,
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|
ClutterGravity gravity);
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void clutter_actor_move_anchor_point_from_gravity (ClutterActor *self,
|
|
ClutterGravity gravity);
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|
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gboolean clutter_actor_transform_stage_point (ClutterActor *self,
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gfloat x,
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gfloat y,
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gfloat *x_out,
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gfloat *y_out);
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gboolean clutter_actor_is_rotated (ClutterActor *self);
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gboolean clutter_actor_is_scaled (ClutterActor *self);
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gboolean clutter_actor_should_pick_paint (ClutterActor *self);
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void clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
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|
ClutterVertex verts[]);
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|
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void clutter_actor_apply_transform_to_point (ClutterActor *self,
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|
const ClutterVertex *point,
|
|
ClutterVertex *vertex);
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void clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
|
|
ClutterActor *ancestor,
|
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const ClutterVertex *point,
|
|
ClutterVertex *vertex);
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void clutter_actor_grab_key_focus (ClutterActor *self);
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PangoContext *clutter_actor_get_pango_context (ClutterActor *self);
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PangoContext *clutter_actor_create_pango_context (ClutterActor *self);
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PangoLayout * clutter_actor_create_pango_layout (ClutterActor *self,
|
|
const gchar *text);
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|
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void clutter_actor_get_transformation_matrix (ClutterActor *self,
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|
CoglMatrix *matrix);
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|
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gboolean clutter_actor_is_in_clone_paint (ClutterActor *self);
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|
gboolean clutter_actor_has_pointer (ClutterActor *self);
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|
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void clutter_actor_set_text_direction (ClutterActor *self,
|
|
ClutterTextDirection text_dir);
|
|
ClutterTextDirection clutter_actor_get_text_direction (ClutterActor *self);
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|
|
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void clutter_actor_push_internal (ClutterActor *self);
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|
void clutter_actor_pop_internal (ClutterActor *self);
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|
|
|
gboolean clutter_actor_has_allocation (ClutterActor *self);
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|
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G_END_DECLS
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#endif /* __CLUTTER_ACTOR_H__ */
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