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The recipe had examples where opacity was set using fractional numbers. Fixed all examples to use integers only.
845 lines
29 KiB
XML
845 lines
29 KiB
XML
<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
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"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd">
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<chapter id="actors">
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<title>Actors</title>
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<epigraph>
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<attribution>Edmon Gween, actor, on his deathbed</attribution>
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<para>An actor's a guy who if you ain't talkin' about him, ain't
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listening.</para>
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</epigraph>
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<section id="actors-introduction">
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<title>Introduction</title>
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<para>When building a User Interface with Clutter, the visible part
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of the UI — that is, what is displayed on the screen — is
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commonly referred to as "the scene graph". Like every graph, a scene
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graph is composed by nodes.</para>
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<para>Every node on the Clutter scene graph is an
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<emphasis>actor</emphasis>. Every actor has a single relationship
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with the others: it can be the parent of another actor, or a child of
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another actor.</para>
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<note><para>The stage is an actor that can have children but cannot have
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any parent.</para></note>
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<para>Actors have different attributes: a position, a size, a
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scale factor, a rotation angle on each axis (relative to a specific
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center on the normal plane for that axis), an opacity factor.</para>
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<para>The scene graph is not fixed: it can be changed, not only
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by adding or removing actors, but also by changing the parent-child
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relationship: it is possible, for instance, to move an entire
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section of the scene graph from one parent actor to another.</para>
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</section>
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<section id="actors-allocation-notify">
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<title>Knowing when an actor's position or size changes</title>
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<section>
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<title>Problem</title>
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<para>You want to know when the position or the size, or
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both, of an actor change, for instance to update an unrelated
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actor or some internal state.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>You can use the <emphasis>notify</emphasis> signal,
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detailed with the coordinate or the dimension you want
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to know has changed:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "notify::x",
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G_CALLBACK (on_x_changed),
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NULL);
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g_signal_connect (actor, "notify::height",
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G_CALLBACK (on_height_changed),
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NULL);
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g_signal_connect (actor, "notify::depth",
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G_CALLBACK (on_depth_changed),
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NULL);
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</programlisting>
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</informalexample>
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<para>If you want to know if any of the coordinates or dimensions of
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an actor have been changed, except for depth, you can use the
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<emphasis>allocation-changed</emphasis> signal:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "allocation-changed",
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G_CALLBACK (on_allocation_changed),
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NULL);
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</programlisting>
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</informalexample>
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<para>The signature for the handler of the "notify" signal is:</para>
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<informalexample>
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<programlisting>
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void
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on_notify (GObject *gobject,
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GParamSpec *pspec,
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gpointer user_data);
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</programlisting>
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</informalexample>
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<para>While the signature for the handler of the "allocation-changed"
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signal is:</para>
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<informalexample>
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<programlisting>
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void
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on_allocation_changed (ClutterActor *actor,
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const ClutterActorBox *allocation,
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ClutterAllocationFlags flags,
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gpointer user_data);
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>Any change the position and size of an actor will cause a
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change in the allocation of the actor itself. This will update the
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values of the <property>x</property>, <property>y</property>,
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<property>width</property> and <property>height</property>
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properties as well.</para>
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<para>The first technique allows a greater deal of granularity,
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allowing you to know what exactly changed. Inside the callback
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for the signal you can query the value of the property:</para>
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<informalexample>
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<programlisting>
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void
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on_x_changed (GObject *gobject,
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GParamSpec *pspec,
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gpointer user_data)
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{
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gint x_value = 0;
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/* Round the X coordinate to the nearest pixel */
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x_value = floorf (clutter_actor_get_x (CLUTTER_ACTOR (gobject))) + 0.5;
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g_print ("The new X coordinate is '%d' pixels\n", x_value);
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}
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</programlisting>
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</informalexample>
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<para>The second technique is more indicated if you want to
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get notification that any of the positional or dimensional
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attributes changed, except for the depth:</para>
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<informalexample>
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<programlisting>
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void
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on_allocation_changed (ClutterActor *actor,
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const ClutterActorBox *allocation,
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ClutterAllocationFlags flags,
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gpointer user_data)
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{
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g_print ("The bounding box is now: (%.2f, %.2f) (%.2f x %.2f)\n",
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clutter_actor_box_get_x (allocation),
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clutter_actor_box_get_y (allocation),
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clutter_actor_box_get_width (allocation),
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clutter_actor_box_get_height (allocation));
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}
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</programlisting>
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</informalexample>
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<para>All actors will update these properties when their size
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or position change.</para>
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<para>Note that the stage, on the other hand, will not notify on
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position changes, so it is not possible to use the
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<property>x</property> and <property>y</property>
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properties to know that the platform-specific window embedding the
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stage has been moved — if the platform supports a windowing
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system. In order to achieve that you will have to use backend-specific
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API to extract the surface used by the stage and then platform-specific
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API to retrieve its coordinates.</para>
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</section>
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</section>
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<section id="actors-paint-wrappers">
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<title>Overriding the paint sequence</title>
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<section>
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<title>Problem</title>
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<para>You want to override the way an actor paints itself
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without creating a subclass.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>You can use the <emphasis>paint</emphasis> signal to
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invoke a callback that will be executed before the actor's
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paint implementation:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "paint", G_CALLBACK (on_paint), NULL);
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</programlisting>
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</informalexample>
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<para>You can paint something after the actor's paint implementation
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by using the <function>g_signal_connect_after()</function> function
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instead of <function>g_signal_connect()</function>:</para>
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<informalexample>
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<programlisting>
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g_signal_connect_after (actor, "paint", G_CALLBACK (on_paint_after), NULL);
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</programlisting>
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</informalexample>
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<para>The signature for the handler of the "paint" signal is:</para>
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<informalexample>
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<programlisting>
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void on_paint (ClutterActor *actor, gpointer user_data);
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>The paint cycle in Clutter works its way recursively from the
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stage through every child.</para>
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<para>Whenever an Actor is going to be painted it will be positioned in
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a new frame of reference according to the list of transformations
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(scaling, rotation and additional translations). After that, the "paint"
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signal will be emitted.</para>
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<para>The "paint" signal is defined as <emphasis>run-last</emphasis>,
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that is the signal handlers connected to it using
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<function>g_signal_connetc()</function> will be called first; then the
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default handler defined by the Actor's sub-class will be called;
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finally, all the signal handlers connected to the signal using
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<function>g_signal_connect_after()</function> will be called.</para>
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<para>This allows pre- and post-default paint handlers, and it also
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allows completely overriding the way an Actor draws itself by default;
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for instance:</para>
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<informalexample>
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<programlisting>
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void
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on_paint (ClutterActor *actor)
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{
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do_my_paint (actor);
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g_signal_stop_emission_by_name (actor, "paint");
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}
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</programlisting>
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</informalexample>
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<para>The code above will prevent the default paint implementation of
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the actor from running.</para>
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</section>
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</section>
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<section id="actors-opacity">
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<title>Making an actor transparent by changing its opacity</title>
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<section>
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<title>Problem</title>
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<para>You want an actor to be transparent so that other
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actors are visible through it.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>Change the actor's <emphasis>opacity</emphasis> so that
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it is partially (or even fully) transparent:</para>
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<informalexample>
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<programlisting>
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/* 25% transparency */
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clutter_actor_set_opacity (actor, 191);
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/* 50% transparency */
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clutter_actor_set_opacity (actor, 122);
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/* completely transparent */
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clutter_actor_set_opacity (actor, 0);
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</programlisting>
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</informalexample>
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<para>Any actor covered or overlapped by the transparent actor
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should be visible through it; the Discussion section gives
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some examples of how visible you can expect the covered or
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overlapped actor to be.</para>
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</section>
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<section>
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<title>Discussion</title>
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<para>Opacity is a property of every <type>ClutterActor</type>.
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It is a float on a scale from 0 (invisible) to 255 (completely
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opaque). Actors with <code>0 < opacity < 255</code> will
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have a varying amount of solidity on the stage, so other actors
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may be visible through them.</para>
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<para>For example, below are 4 yellow rectangles overlapping
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a white rectangle on a blue stage:</para>
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<screenshot>
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<mediaobject>
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<imageobject>
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<imagedata format="PNG"
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fileref="images/actors-opacity.png" />
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</imageobject>
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<alt>
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<para>The effect of different opacities levels on
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an actor's appearance</para>
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</alt>
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</mediaobject>
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</screenshot>
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<para>The rectangles have the following opacities:</para>
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<itemizedlist>
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<listitem>
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<para>top-left: <code>255</code> (0% transparency)</para>
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</listitem>
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<listitem>
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<para>top-right: <code>191</code> (25% transparency)</para>
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</listitem>
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<listitem>
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<para>bottom-right: <code>122</code> (50% transparency)</para>
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</listitem>
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<listitem>
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<para>bottom-left: <code>61</code> (75% transparency)</para>
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</listitem>
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</itemizedlist>
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<para>Notice how both the stage and the white rectangle are
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visible through the yellow rectangles.</para>
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<para>As opacity is a property of every actor, it can
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be animated like any other GObject property, using any of
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the approaches in the animation API.</para>
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<para>The following sections cover some other considerations
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when working with actor opacity.</para>
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<section>
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<title>Container and color opacity</title>
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<para>If a container has its opacity set, any children of the
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container have their opacity combined with their parent's opacity.
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For example, if a parent has an opacity of <code>122</code>
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(50% transparent) and the child also has an opacity of
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<code>122</code>, the child's <emphasis>effective</emphasis>
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opacity is 25% (<code>opacity = 61</code>, and it is
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75% transparent).</para>
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<para>To demonstrate the visual effect of this, here are
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three rectangles with the same color but different opacity settings,
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inside parents which also have different opacity settings:</para>
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<screenshot>
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<mediaobject>
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<imageobject>
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<imagedata format="PNG"
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fileref="images/actors-opacity-container-affects-opacity.png" />
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</imageobject>
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<alt>
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<para>How a container's opacity affects the opacity of
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its children</para>
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</alt>
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</mediaobject>
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</screenshot>
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<itemizedlist>
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<listitem>
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<para>The left-hand rectangle has <code>opacity = 255</code>
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and is in a <type>ClutterGroup</type> with
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<code>opacity = 255</code>. This means it is fully opaque.</para>
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</listitem>
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<listitem>
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<para>The middle rectangle has <code>opacity = 255</code>
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and is in a <type>ClutterGroup</type> with
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<code>opacity = 122</code>. Notice that the parent opacity
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makes the rectangle appear darker, as the stage colour is showing
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through from behind.</para>
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</listitem>
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<listitem>
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<para>The right-hand rectangle has <code>opacity = 122</code>
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and is in a <type>ClutterGroup</type> with
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<code>opacity = 122</code>. Notice that the rectangle appears
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to be even darker, as the stage colour is showing
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through both the rectangle and its parent.</para>
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</listitem>
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</itemizedlist>
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<para>Similarly, <type>ClutterColor</type> also contains an
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<varname>alpha</varname> property which governs the transparency
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of the color. Where an actor can have a color set (e.g.
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<type>ClutterRectangle</type>) the alpha value of the color also
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affects the transparency of the actor, for example:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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/* color with 50% transparency */
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ClutterColor half_transparent_color = { 255, 0, 0, 122 };
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ClutterRectangle *actor = clutter_rectangle_new ();
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/* set actor's transparency to 50% */
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clutter_actor_set_opacity (actor, 122);
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/* rectangle will be 25% opaque/75% transparent */
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clutter_rectangle_set_color (CLUTTER_RECTANGLE (actor),
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&half_transparent_color);
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]]>
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Depth and depth order</title>
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<para>Each actor has two more aspects which affect its
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apparent opacity:</para>
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<itemizedlist>
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<listitem>
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<para>An actor's <emphasis>depth</emphasis> can have an
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effect if the stage has fog (a depth cueing effect) turned on.
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As an actor's depth increases, the actor apparently "recedes" from
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view and gradually blends into the colour of the stage. This
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produces an effect similar to making the actor transparent.
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See the <type>ClutterStage</type> documentation for
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more details about fog.</para>
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<para>Depth also needs to be considered if you want
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one actor to be visible through another: the actor you want
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to see through a transparent actor must be "deeper" than (or at
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the same depth as) the transparent actor.</para>
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</listitem>
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<listitem>
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<para>The <emphasis>depth order</emphasis> governs how
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actors within a <type>ClutterContainer</type> implementation
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are placed with respect to each other.</para>
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<note>
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<para>Depth ordering is not the same thing as depth: depth
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ordering records relationships between actors at the same
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depth.</para>
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</note>
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<para>If you have two overlapping actors <code>actorA</code> and
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<code>actorB</code> in a container, and you want <code>actorA</code>
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(opaque) to be visible through <code>actorB</code> (transparent),
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you should ensure that <code>actorB</code> is "above" <code>actorA</code>
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in the depth ordering. You could do this as follows:</para>
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<informalexample>
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<programlisting>
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/*
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* raise actorB so it is above actorA in the depth order;
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* NB actorA and actorB both need to be in the same container
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* for this to work
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*/
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clutter_actor_raise (actorB, actorA);
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</programlisting>
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</informalexample>
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<para><function>clutter_actor_raise()</function>,
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<function>clutter_actor_lower()</function> and related
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<type>ClutterActor</type> functions set
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depth ordering on actors; see also <type>ClutterContainer</type>'s
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<function>clutter_container_raise_child()</function> and
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<function>clutter_container_lower_child()</function>
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functions.</para>
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</listitem>
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</itemizedlist>
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</section>
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</section>
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</section>
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|
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<section id="actors-non-rectangular">
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<title>Creating an actor with a non-rectangular shape</title>
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|
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<section>
|
|
<title>Problem</title>
|
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|
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<para>You want to create a <type>ClutterActor</type> subclass,
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|
but don't want it to be rectangular; for example, you want a
|
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star-shaped actor.</para>
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</section>
|
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<section>
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<title>Solution</title>
|
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<para>Use Cogl primitives to draw the actor.</para>
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<para>Below is an example of the pick and paint implementations for a
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star-shaped <type>StarActor</type> class (an extension of
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<type>ClutterActor</type>).</para>
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<para>Like <type>ClutterRectangle</type>, it has a private
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struct internally, which contains a <type>ClutterColor</type>
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denoting the color it should be painted. This is used to set the Cogl
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source color.</para>
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|
|
<informalexample>
|
|
<programlisting>
|
|
<![CDATA[
|
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static void
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star_actor_paint (ClutterActor *actor)
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{
|
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ClutterActorBox allocation = { 0, };
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gfloat width, height;
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guint tmp_alpha;
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/* priv is a private internal struct */
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ClutterColor color = STAR_ACTOR (actor)->priv->color;
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clutter_actor_get_allocation_box (actor, &allocation);
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clutter_actor_box_get_size (&allocation, &width, &height);
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tmp_alpha = clutter_actor_get_paint_opacity (actor)
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* color.alpha
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|
/ 255;
|
|
|
|
cogl_path_new ();
|
|
|
|
cogl_set_source_color4ub (color.red,
|
|
color.green,
|
|
color.blue,
|
|
tmp_alpha);
|
|
|
|
/* create and store a path describing a star */
|
|
cogl_path_move_to (width * 0.5, 0);
|
|
cogl_path_line_to (width, height * 0.75);
|
|
cogl_path_line_to (0, height * 0.75);
|
|
cogl_path_move_to (width * 0.5, height);
|
|
cogl_path_line_to (0, height * 0.25);
|
|
cogl_path_line_to (width, height * 0.25);
|
|
cogl_path_line_to (width * 0.5, height);
|
|
|
|
cogl_path_fill ();
|
|
}
|
|
|
|
static void
|
|
star_actor_pick (ClutterActor *actor,
|
|
const ClutterColor *pick_color)
|
|
{
|
|
if (!clutter_actor_should_pick_paint (actor))
|
|
return;
|
|
|
|
ClutterActorBox allocation = { 0, };
|
|
gfloat width, height;
|
|
|
|
clutter_actor_get_allocation_box (actor, &allocation);
|
|
clutter_actor_box_get_size (&allocation, &width, &height);
|
|
|
|
cogl_path_new ();
|
|
|
|
cogl_set_source_color4ub (pick_color->red,
|
|
pick_color->green,
|
|
pick_color->blue,
|
|
pick_color->alpha);
|
|
|
|
/* create and store a path describing a star */
|
|
cogl_path_move_to (width * 0.5, 0);
|
|
cogl_path_line_to (width, height * 0.75);
|
|
cogl_path_line_to (0, height * 0.75);
|
|
cogl_path_move_to (width * 0.5, height);
|
|
cogl_path_line_to (0, height * 0.25);
|
|
cogl_path_line_to (width, height * 0.25);
|
|
cogl_path_line_to (width * 0.5, height);
|
|
|
|
cogl_path_fill ();
|
|
}
|
|
]]>
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>If you need more information about how to implement your own
|
|
<type>ClutterActor</type>, see the Clutter reference
|
|
manual.</para>
|
|
|
|
<para>Note that the code in these two functions is virtually identical:
|
|
the Discussion section suggests how to remove this redundancy.</para>
|
|
</section>
|
|
|
|
<section>
|
|
<title>Discussion</title>
|
|
|
|
<para>The above is one approach to creating a non-rectangular
|
|
actor. But it's also possible to get a similar effect by
|
|
subclassing an existing actor (like <type>ClutterRectangle</type>)
|
|
and giving it a non-rectangular appearance. You could do this by
|
|
making the underlying rectangle transparent and then drawing on
|
|
top of it (e.g. using Cairo or Cogl).</para>
|
|
|
|
<para>However, if you then made such an actor reactive, events
|
|
like mouse button presses would be triggered from anywhere on
|
|
the underlying rectangle. This is true even if the visible part
|
|
of the actor only partially fills the rectangle (underneath, it's
|
|
still a rectangle).</para>
|
|
|
|
<para>The advantage of using Cogl paths is that the reactive area
|
|
of the actor is defined by the Cogl path. So if you have a
|
|
star-shaped actor, only clicks (or other events) directly on the
|
|
star will have any effect on it.</para>
|
|
|
|
<section>
|
|
<title>Cogl path coordinates</title>
|
|
|
|
<para>In the example shown, <function>cogl_path_move_to()</function>
|
|
and <function>cogl_path_line_to()</function> are used. These
|
|
take absolute <code>x</code> and <code>y</code> coordinates as
|
|
arguments, relative to the GL 'modelview' transform matrix; in
|
|
the case of an actor's <function>paint</function> implementation,
|
|
relative to the bounding box for the actor. So if an actor has
|
|
width and height of 50 pixels, and you used
|
|
<function>cogl_move_to (25, 25)</function> in its
|
|
<function>paint</function> implementation, the "pen"
|
|
moves to the centre of the actor, regardless of where the actor
|
|
is positioned on the stage. Similarly, using
|
|
<function>cogl_path_line_to()</function> creates a line segment
|
|
from the current pen position to the absolute coordinates
|
|
(<code>x</code>, <code>y</code>) specified.</para>
|
|
|
|
<para>The Cogl API also provides various "rel" variants of the path
|
|
functions (e.g. <function>cogl_path_rel_line_to()</function>), which
|
|
create path segments relative to the current pen position (i.e.
|
|
<code>pen_x + x</code>, <code>pen_y + y</code>).</para>
|
|
|
|
<para>It's important to note that the path isn't drawn until you
|
|
call <function>cogl_path_stroke()</function> (to draw the path segments)
|
|
or <function>cogl_path_fill()</function> (to fill the area enclosed by
|
|
the path). The path is cleared once it's been drawn.
|
|
Using the <function>*_preserve</function> variants of these functions draws
|
|
the path and retains it (so it could be drawn again).</para>
|
|
|
|
</section>
|
|
|
|
<section>
|
|
<title>Other Cogl primitives</title>
|
|
|
|
<para>Note that the Cogl primitives API provides other types of path
|
|
segment beyond straight lines that we didn't use here, including:</para>
|
|
|
|
<itemizedlist>
|
|
<listitem>
|
|
<para>Bezier curves (<function>cogl_path_curve_to()</function>)</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>Arcs (<function>cogl_path_arc()</function>)</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>Polygons (<function>cogl_path_polygon()</function>)</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>Rectangles (<function>cogl_path_rectangle()</function>)</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>Rectangles with rounded corners
|
|
(<function>cogl_path_round_rectangle()</function>)</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>Ellipses (<function>cogl_path_ellipse()</function>)</para>
|
|
</listitem>
|
|
</itemizedlist>
|
|
|
|
<para>If you need more flexibility than is available in the Cogl path
|
|
API, you can make direct use of the <type>CoglVertexBuffer</type>
|
|
API instead. This is a lower-level API, but could potentially
|
|
be used to draw more complex shapes.</para>
|
|
</section>
|
|
|
|
<section>
|
|
<title>Using <type>ClutterPath</type> to store the path</title>
|
|
|
|
<para>The disadvantage of the code above is that the paths are stored in two
|
|
places: once for <function>pick</function>, and once for
|
|
<function>paint</function>. It would make sense to store the
|
|
path in one place and reference it from both of these functions to
|
|
prevent duplication.</para>
|
|
|
|
<para>Clutter provides a <type>ClutterPath</type> API for storing
|
|
generic path descriptions. It can be used to describe paths
|
|
which translate to Cogl or Cairo paths, and can also be used to
|
|
describe animation paths.</para>
|
|
|
|
<para>We can use a <type>ClutterPath</type> instance stored
|
|
inside the actor to define the path for <function>pick</function> and
|
|
<function>paint</function>; then, inside those functions, we
|
|
translate the <type>ClutterPath</type> into Cogl path function calls
|
|
(NB <type>ClutterPath</type> is effectively a declarative method
|
|
for defining a path, while the Cogl path API is imperative).</para>
|
|
|
|
<para>First we add a <varname>path</varname> member to the private
|
|
struct for the <type>StarActor</type> class (using standard
|
|
GObject mechanisms). The <function>init</function> implementation for
|
|
<type>StarActor</type> creates an empty path:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
static void
|
|
star_actor_init (StarActor *self)
|
|
{
|
|
self->priv = STAR_ACTOR_GET_PRIVATE (self);
|
|
|
|
self->priv->path = clutter_path_new ();
|
|
|
|
clutter_actor_set_reactive (CLUTTER_ACTOR (self), TRUE);
|
|
}
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>One consideration is that the path coordinates need to
|
|
fit inside the actor's bounding box. So as the actor's allocation
|
|
changes, <varname>path</varname> also needs to change. We can do this
|
|
by implementing <function>allocate</function> for the
|
|
<type>StarActor</type> class:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
<![CDATA[
|
|
static void
|
|
star_actor_allocate (ClutterActor *actor,
|
|
const ClutterActorBox *box,
|
|
ClutterAllocationFlags flags)
|
|
{
|
|
ClutterPath *path = STAR_ACTOR (actor)->priv->path;
|
|
gfloat width, height;
|
|
|
|
clutter_actor_box_get_size (box, &width, &height);
|
|
|
|
/* create and store a path describing a star */
|
|
clutter_path_clear (path);
|
|
|
|
clutter_path_add_move_to (path, width * 0.5, 0);
|
|
clutter_path_add_line_to (path, width, height * 0.75);
|
|
clutter_path_add_line_to (path, 0, height * 0.75);
|
|
clutter_path_add_move_to (path, width * 0.5, height);
|
|
clutter_path_add_line_to (path, 0, height * 0.25);
|
|
clutter_path_add_line_to (path, width, height * 0.25);
|
|
clutter_path_add_line_to (path, width * 0.5, height);
|
|
|
|
CLUTTER_ACTOR_CLASS (star_actor_parent_class)->allocate (actor, box, flags);
|
|
}
|
|
]]>
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>This clears then adds segments to the
|
|
<type>ClutterPath</type> stored with the
|
|
<type>StarActor</type> instance. The positioning and
|
|
lengths of the segments are relative to the size of the actor when
|
|
its allocation changes.</para>
|
|
|
|
<para>The <function>pick</function> and <function>paint</function>
|
|
functions now reference the <type>ClutterPath</type> (only the
|
|
<function>pick</function> is shown below); and
|
|
to turn the path into drawing operations, we implement a
|
|
<function>star_actor_convert_clutter_path_node()</function> function
|
|
which takes a <type>ClutterPathNode</type> and converts it
|
|
into its Cogl equivalent:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
<![CDATA[
|
|
static void
|
|
star_actor_convert_clutter_path_node (const ClutterPathNode *node,
|
|
gpointer data)
|
|
{
|
|
g_return_if_fail (node != NULL);
|
|
|
|
ClutterKnot knot;
|
|
|
|
switch (node->type)
|
|
{
|
|
case CLUTTER_PATH_MOVE_TO:
|
|
knot = node->points[0];
|
|
cogl_path_move_to (knot.x, knot.y);
|
|
break;
|
|
case CLUTTER_PATH_LINE_TO:
|
|
knot = node->points[0];
|
|
cogl_path_line_to (knot.x, knot.y);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
star_actor_pick (ClutterActor *actor,
|
|
const ClutterColor *pick_color)
|
|
{
|
|
if (!clutter_actor_should_pick_paint (actor))
|
|
return;
|
|
|
|
ClutterActorBox allocation = { 0, };
|
|
gfloat width, height;
|
|
ClutterPath *path = STAR_ACTOR (actor)->priv->path;
|
|
|
|
clutter_actor_get_allocation_box (actor, &allocation);
|
|
clutter_actor_box_get_size (&allocation, &width, &height);
|
|
|
|
cogl_path_new ();
|
|
|
|
cogl_set_source_color4ub (pick_color->red,
|
|
pick_color->green,
|
|
pick_color->blue,
|
|
pick_color->alpha);
|
|
|
|
clutter_path_foreach (path, star_actor_convert_clutter_path_node, NULL);
|
|
|
|
cogl_path_fill ();
|
|
}
|
|
]]>
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<note>
|
|
<para>The conversion function only covers
|
|
<type>ClutterPathNode</type> types encountered in this
|
|
actor.</para>
|
|
</note>
|
|
|
|
<para>Instead of converting to Cogl path operations, another alternative
|
|
would be to use the <function>clutter_path_to_cairo_path()</function>
|
|
function to write directly from the <type>ClutterPath</type>
|
|
onto a Cairo context.</para>
|
|
|
|
</section>
|
|
</section>
|
|
|
|
</section>
|
|
|
|
</chapter>
|