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8727c3127c
The :source property for ClutterClone is a constructor property, but it most definitely is not a constructor-only one.
397 lines
11 KiB
C
397 lines
11 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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* Copyright (C) 2008 Intel Corporation.
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*
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* Authored By: Robert Bragg <robert@linux.intel.com>
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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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/**
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* SECTION:clutter-clone
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* @short_description: An actor that displays a clone of a source actor
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*
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* #ClutterClone is a #ClutterActor which draws with the paint
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* function of another actor, scaled to fit its own allocation.
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*
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* #ClutterClone can be used to efficiently clone any other actor.
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*
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* <note><para>This is different from clutter_texture_new_from_actor()
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* which requires support for FBOs in the underlying GL
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* implementation.</para></note>
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*
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* #ClutterClone is available since Clutter 1.0
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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-color.h"
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#include "clutter-clone.h"
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#include "clutter-debug.h"
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#include "clutter-main.h"
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#include "clutter-private.h"
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#include "cogl/cogl.h"
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G_DEFINE_TYPE (ClutterClone, clutter_clone, CLUTTER_TYPE_ACTOR);
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enum
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{
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PROP_0,
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PROP_SOURCE
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};
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#define CLUTTER_CLONE_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_CLONE, ClutterClonePrivate))
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struct _ClutterClonePrivate
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{
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ClutterActor *clone_source;
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};
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static void clutter_clone_set_source_internal (ClutterClone *clone,
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ClutterActor *source);
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static void
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clutter_clone_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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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (self)->priv;
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ClutterActor *clone_source = priv->clone_source;
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if (clone_source == NULL)
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{
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if (min_width_p)
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*min_width_p = 0;
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if (natural_width_p)
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*natural_width_p = 0;
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}
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else
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clutter_actor_get_preferred_width (clone_source,
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for_height,
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min_width_p,
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natural_width_p);
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}
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static void
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clutter_clone_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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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (self)->priv;
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ClutterActor *clone_source = priv->clone_source;
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if (clone_source == NULL)
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{
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if (min_height_p)
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*min_height_p = 0;
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if (natural_height_p)
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*natural_height_p = 0;
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}
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else
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clutter_actor_get_preferred_height (clone_source,
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for_width,
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min_height_p,
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natural_height_p);
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}
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static void
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clutter_clone_paint (ClutterActor *self)
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{
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ClutterClone *clone = CLUTTER_CLONE (self);
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ClutterClonePrivate *priv = clone->priv;
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ClutterGeometry geom, clone_geom;
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gfloat x_scale, y_scale;
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gboolean was_unmapped = FALSE;
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if (G_UNLIKELY (priv->clone_source == NULL))
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return;
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CLUTTER_NOTE (PAINT,
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"painting clone actor '%s'",
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clutter_actor_get_name (self) ? clutter_actor_get_name (self)
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: "unknown");
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/* get our allocated size */
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clutter_actor_get_allocation_geometry (self, &geom);
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/* and get the allocated size of the source */
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clutter_actor_get_allocation_geometry (priv->clone_source, &clone_geom);
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/* We need to scale what the clone-source actor paints to fill our own
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* allocation...
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*/
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x_scale = (gfloat) geom.width / clone_geom.width;
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y_scale = (gfloat) geom.height / clone_geom.height;
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cogl_scale (x_scale, y_scale, 1.0);
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/* The final bits of magic:
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* - We need to make sure that when the clone-source actor's paint
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* method calls clutter_actor_get_paint_opacity, it traverses to
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* us and our parent not it's real parent.
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* - We need to stop clutter_actor_paint applying the model view matrix of
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* the clone source actor.
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*/
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_clutter_actor_set_opacity_parent (priv->clone_source, self);
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_clutter_actor_set_enable_model_view_transform (priv->clone_source, FALSE);
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if (!CLUTTER_ACTOR_IS_MAPPED (priv->clone_source))
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{
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_clutter_actor_set_enable_paint_unmapped (priv->clone_source, TRUE);
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was_unmapped = TRUE;
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}
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clutter_actor_paint (priv->clone_source);
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if (was_unmapped)
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_clutter_actor_set_enable_paint_unmapped (priv->clone_source, FALSE);
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_clutter_actor_set_enable_model_view_transform (priv->clone_source, TRUE);
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_clutter_actor_set_opacity_parent (priv->clone_source, NULL);
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}
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static void
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clutter_clone_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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ClutterAllocationFlags flags)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (self)->priv;
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ClutterActorClass *parent_class;
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/* chain up */
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parent_class = CLUTTER_ACTOR_CLASS (clutter_clone_parent_class);
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parent_class->allocate (self, box, flags);
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if (G_UNLIKELY (priv->clone_source == NULL))
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return;
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/* we act like a "foster parent" for the source we are cloning;
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* if the source has not been parented we have to force an
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* allocation on it, so that we can paint it correctly from
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* within out paint() implementation. since the actor does not
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* have a parent, and thus it won't be painted by the usual
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* paint cycle, we can safely give it as much size as it requires
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*/
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if (clutter_actor_get_parent (priv->clone_source) == NULL)
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clutter_actor_allocate_preferred_size (priv->clone_source, flags);
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}
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static void
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clutter_clone_set_property (GObject *gobject,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterClone *clone = CLUTTER_CLONE (gobject);
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switch (prop_id)
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{
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case PROP_SOURCE:
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clutter_clone_set_source (clone, g_value_get_object (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_clone_get_property (GObject *gobject,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterClonePrivate *priv = CLUTTER_CLONE (gobject)->priv;
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switch (prop_id)
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{
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case PROP_SOURCE:
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g_value_set_object (value, priv->clone_source);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_clone_dispose (GObject *gobject)
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{
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clutter_clone_set_source_internal (CLUTTER_CLONE (gobject), NULL);
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G_OBJECT_CLASS (clutter_clone_parent_class)->dispose (gobject);
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}
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static void
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clutter_clone_class_init (ClutterCloneClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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GParamSpec *pspec = NULL;
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g_type_class_add_private (gobject_class, sizeof (ClutterClonePrivate));
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actor_class->paint = clutter_clone_paint;
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actor_class->get_preferred_width = clutter_clone_get_preferred_width;
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actor_class->get_preferred_height = clutter_clone_get_preferred_height;
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actor_class->allocate = clutter_clone_allocate;
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gobject_class->dispose = clutter_clone_dispose;
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gobject_class->set_property = clutter_clone_set_property;
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gobject_class->get_property = clutter_clone_get_property;
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/**
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* ClutterClone:source:
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*
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* This property specifies the source actor being cloned.
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*
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* Since: 1.0
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*/
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pspec = g_param_spec_object ("source",
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"Source",
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"Specifies the actor to be cloned",
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CLUTTER_TYPE_ACTOR,
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G_PARAM_CONSTRUCT |
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_SOURCE, pspec);
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}
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static void
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clutter_clone_init (ClutterClone *self)
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{
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ClutterClonePrivate *priv;
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self->priv = priv = CLUTTER_CLONE_GET_PRIVATE (self);
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priv->clone_source = NULL;
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}
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/**
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* clutter_clone_new:
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* @source: a #ClutterActor, or %NULL
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*
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* Creates a new #ClutterActor which clones @source/
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*
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* Return value: the newly created #ClutterClone
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*
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* Since: 1.0
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*/
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ClutterActor *
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clutter_clone_new (ClutterActor *source)
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{
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return g_object_new (CLUTTER_TYPE_CLONE, "source", source, NULL);
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}
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static void
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clone_source_queue_redraw_cb (ClutterActor *source,
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ClutterActor *origin,
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ClutterClone *clone)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (clone));
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}
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static void
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clone_source_queue_relayout_cb (ClutterActor *source,
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ClutterClone *clone)
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{
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clutter_actor_queue_relayout (CLUTTER_ACTOR (clone));
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}
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static void
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clutter_clone_set_source_internal (ClutterClone *clone,
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ClutterActor *source)
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{
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ClutterClonePrivate *priv;
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g_return_if_fail (CLUTTER_IS_CLONE (clone));
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g_return_if_fail (source == NULL || CLUTTER_IS_ACTOR (source));
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priv = clone->priv;
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if (priv->clone_source)
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{
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g_signal_handlers_disconnect_by_func (priv->clone_source,
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(void *) clone_source_queue_redraw_cb,
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clone);
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g_signal_handlers_disconnect_by_func (priv->clone_source,
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(void *) clone_source_queue_relayout_cb,
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clone);
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g_object_unref (priv->clone_source);
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priv->clone_source = NULL;
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}
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if (source)
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{
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priv->clone_source = g_object_ref (source);
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g_signal_connect (priv->clone_source, "queue-redraw",
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G_CALLBACK (clone_source_queue_redraw_cb), clone);
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g_signal_connect (priv->clone_source, "queue-relayout",
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G_CALLBACK (clone_source_queue_relayout_cb), clone);
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}
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g_object_notify (G_OBJECT (clone), "source");
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clutter_actor_queue_relayout (CLUTTER_ACTOR (clone));
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}
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/**
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* clutter_clone_set_source:
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* @clone: a #ClutterClone
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* @source: a #ClutterActor, or %NULL
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*
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* Sets @source as the source actor to be cloned by @clone.
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*
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* Since: 1.0
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*/
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void
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clutter_clone_set_source (ClutterClone *clone,
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ClutterActor *source)
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{
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g_return_if_fail (CLUTTER_IS_CLONE (clone));
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g_return_if_fail (source == NULL || CLUTTER_IS_ACTOR (source));
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clutter_clone_set_source_internal (clone, source);
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clutter_actor_queue_relayout (CLUTTER_ACTOR (clone));
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}
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/**
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* clutter_clone_get_source:
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* @clone: a #ClutterClone
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*
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* Retrieves the source #ClutterActor being cloned by @clone
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*
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* Return value: (transfer none): the actor source for the clone
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*
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* Since: 1.0
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*/
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ClutterActor *
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clutter_clone_get_source (ClutterClone *clone)
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{
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g_return_val_if_fail (CLUTTER_IS_CLONE (clone), NULL);
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return clone->priv->clone_source;
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}
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