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3c2defee9d
* clutter/clutter-container.[ch]: Add a generic actor container interface, for actors to implement without subclassing ClutterGroup. * clutter/clutter-group.[ch]: Make ClutterGroup implement the ClutterContainer interface, and deprecate the colliding methods. * clutter/clutter-layout.[ch]: Add extended layout interface. Actors and containers requiring or honouring complex layout management should implement this interface and provide at least one of the available layout types: width for height, height for width, natural size, iterative size request. * clutter/clutter-label.c: A ClutterLabel requires height for width layout management, so it implements the ClutterLayout interface. * clutter/Makefile.am: Add new files to the build. * tests/*.c: * examples/*.c: Update tests and examples code to use the new ClutterContainer API instead of ClutterGroup.
696 lines
17 KiB
C
696 lines
17 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-group
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* @short_description: Actor class containing multiple children.
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* actors.
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*
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* A #ClutterGroup is an Actor which contains multiple child actors positioned
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* relative to the #ClutterGroup position. Other operations such as scaling,
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* rotating and clipping of the group will child actors.
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*
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* A #ClutterGroup's size is defined by the size and position of it
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* it children. Resize requests via parent #ClutterActor API will be
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* ignored.
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*/
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#include "config.h"
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#include <stdarg.h>
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#include "clutter-group.h"
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#include "clutter-container.h"
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#include "clutter-main.h"
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#include "clutter-private.h"
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#include "clutter-debug.h"
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#include "clutter-marshal.h"
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#include "clutter-enum-types.h"
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#include "cogl.h"
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enum
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{
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ADD,
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REMOVE,
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LAST_SIGNAL
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};
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static guint group_signals[LAST_SIGNAL] = { 0 };
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static void clutter_container_iface_init (ClutterContainerIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterGroup,
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clutter_group,
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CLUTTER_TYPE_ACTOR,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
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clutter_container_iface_init));
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#define CLUTTER_GROUP_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_GROUP, ClutterGroupPrivate))
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struct _ClutterGroupPrivate
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{
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GList *children;
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};
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static void
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clutter_group_paint (ClutterActor *actor)
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{
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ClutterGroup *self = CLUTTER_GROUP(actor);
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GList *child_item;
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CLUTTER_NOTE (PAINT, "ClutterGroup paint enter");
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cogl_push_matrix();
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for (child_item = self->priv->children;
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child_item != NULL;
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child_item = child_item->next)
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{
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ClutterActor *child = child_item->data;
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g_assert (child != NULL);
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if (CLUTTER_ACTOR_IS_MAPPED (child))
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clutter_actor_paint (child);
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}
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cogl_pop_matrix();
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CLUTTER_NOTE (PAINT, "ClutterGroup paint leave");
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}
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static void
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clutter_group_pick (ClutterActor *actor,
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const ClutterColor *color)
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{
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/* Just forward to the paint call which in turn will trigger
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* the child actors also getting 'picked'. To make ourselves
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* 'sensitive' to clicks we could also paint a bounding rect
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* but this is not currently done.
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*/
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clutter_group_paint (actor);
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}
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static void
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clutter_group_request_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterActorBox cbox;
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clutter_actor_allocate_coords (self, &cbox);
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/* Only positioning works.
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* Sizing requests fail, use scale() instead
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*/
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box->x2 = box->x1 + (cbox.x2 - cbox.x1);
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box->y2 = box->y1 + (cbox.y2 - cbox.y1);
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}
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static void
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clutter_group_allocate_coords (ClutterActor *self,
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ClutterActorBox *box)
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{
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ClutterGroupPrivate *priv;
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GList *child_item;
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priv = CLUTTER_GROUP(self)->priv;
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child_item = priv->children;
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/* FIXME: Cache these values */
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if (child_item)
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{
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do
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{
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ClutterActor *child = CLUTTER_ACTOR(child_item->data);
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/* Once added we include in sizing - doesn't matter if visible */
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/* if (CLUTTER_ACTOR_IS_VISIBLE (child)) */
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{
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ClutterActorBox cbox;
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clutter_actor_allocate_coords (child, &cbox);
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/* Ignore any children with offscreen ( negaive )
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* positions.
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*
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* Also x1 and x2 will be set by parent caller.
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*/
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if (box->x2 == 0 || cbox.x2 > box->x2)
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box->x2 = cbox.x2;
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if (box->y2 == 0 || cbox.y2 > box->y2)
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box->y2 = cbox.y2;
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}
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}
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while ((child_item = g_list_next(child_item)) != NULL);
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}
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}
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static void
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clutter_group_dispose (GObject *object)
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{
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ClutterGroup *self = CLUTTER_GROUP (object);
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ClutterGroupPrivate *priv = self->priv;
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if (priv->children)
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{
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g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
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priv->children = NULL;
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}
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G_OBJECT_CLASS (clutter_group_parent_class)->dispose (object);
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}
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static void
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clutter_group_real_show_all (ClutterActor *actor)
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{
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clutter_container_foreach (CLUTTER_CONTAINER (actor),
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CLUTTER_CALLBACK (clutter_actor_show),
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NULL);
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clutter_actor_show (actor);
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}
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static void
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clutter_group_real_hide_all (ClutterActor *actor)
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{
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clutter_actor_hide (actor);
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clutter_container_foreach (CLUTTER_CONTAINER (actor),
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CLUTTER_CALLBACK (clutter_actor_hide),
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NULL);
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}
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static void
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clutter_group_real_add (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterGroup *group = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = group->priv;
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g_object_ref (actor);
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/* the old ClutterGroup::add signal was emitted before the
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* actor was added to the group, so that the class handler
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* would actually add it. we need to emit the ::add signal
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* here so that handlers expecting it will not freak out.
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*/
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g_signal_emit (group, group_signals[ADD], 0, actor);
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priv->children = g_list_append (priv->children, actor);
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clutter_actor_set_parent (actor, CLUTTER_ACTOR (group));
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g_signal_emit_by_name (container, "actor-added", actor);
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clutter_group_sort_depth_order (group);
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g_object_unref (actor);
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}
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static void
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clutter_group_real_remove (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterGroup *group = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = group->priv;
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g_object_ref (actor);
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/* the old ClutterGroup::remove signal was emitted before the
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* actor was removed from the group. see the comment in
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* clutter_group_real_add() above for why we need to emit ::remove
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* here and not later
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*/
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g_signal_emit (group, group_signals[REMOVE], 0, actor);
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priv->children = g_list_remove (priv->children, actor);
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clutter_actor_unparent (actor);
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/* at this point, the actor passed to the "actor-removed" signal
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* handlers is not parented anymore to the container but since we
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* are holding a reference on it, it's still valid
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*/
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g_signal_emit_by_name (container, "actor-removed", actor);
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if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (group)))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (group));
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g_object_unref (actor);
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}
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static void
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clutter_group_real_foreach (ClutterContainer *container,
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ClutterCallback callback,
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gpointer user_data)
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{
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ClutterGroup *group = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = group->priv;
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GList *l;
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for (l = priv->children; l; l = l->next)
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(* callback) (CLUTTER_ACTOR (l->data), user_data);
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}
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static void
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clutter_container_iface_init (ClutterContainerIface *iface)
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{
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iface->add = clutter_group_real_add;
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iface->remove = clutter_group_real_remove;
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iface->foreach = clutter_group_real_foreach;
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}
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static void
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clutter_group_class_init (ClutterGroupClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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object_class->dispose = clutter_group_dispose;
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actor_class->paint = clutter_group_paint;
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actor_class->pick = clutter_group_pick;
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actor_class->show_all = clutter_group_real_show_all;
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actor_class->hide_all = clutter_group_real_hide_all;
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actor_class->request_coords = clutter_group_request_coords;
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actor_class->allocate_coords = clutter_group_allocate_coords;
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/**
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* ClutterGroup::add:
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* @group: the #ClutterGroup that received the signal
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* @actor: the actor added to the group
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*
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* The ::add signal is emitted each time an actor has been added
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* to the group.
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*
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* @Deprecated: 0.4: This signal is deprecated, you should connect
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* to the ClutterContainer::actor-added signal instead.
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*/
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group_signals[ADD] =
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g_signal_new ("add",
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G_OBJECT_CLASS_TYPE (object_class),
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G_SIGNAL_RUN_FIRST,
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G_STRUCT_OFFSET (ClutterGroupClass, add),
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NULL, NULL,
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clutter_marshal_VOID__OBJECT,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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/**
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* ClutterGroup::remove:
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* @group: the #ClutterGroup that received the signal
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* @actor: the actor added to the group
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*
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* The ::remove signal is emitted each time an actor has been removed
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* from the group
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*
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* @Deprecated: 0.4: This signal is deprecated, you should connect
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* to the ClutterContainer::actor-removed signal instead
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*/
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group_signals[REMOVE] =
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g_signal_new ("remove",
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G_OBJECT_CLASS_TYPE (object_class),
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G_SIGNAL_RUN_FIRST,
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G_STRUCT_OFFSET (ClutterGroupClass, remove),
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NULL, NULL,
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clutter_marshal_VOID__OBJECT,
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G_TYPE_NONE, 1,
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CLUTTER_TYPE_ACTOR);
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g_type_class_add_private (object_class, sizeof (ClutterGroupPrivate));
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}
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static void
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clutter_group_init (ClutterGroup *self)
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{
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self->priv = CLUTTER_GROUP_GET_PRIVATE (self);
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}
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/**
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* clutter_group_new:
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*
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* Create a new #ClutterGroup instance.
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*
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* returns a new #ClutterGroup
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**/
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ClutterActor *
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clutter_group_new (void)
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{
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return g_object_new (CLUTTER_TYPE_GROUP, NULL);
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}
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/**
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* clutter_group_add:
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* @self: A #ClutterGroup
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* @actor: A #ClutterActor
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*
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* Adds a new child #ClutterActor to the #ClutterGroup.
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*
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* @Deprecated: 0.4: This function is obsolete, use
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* clutter_container_add_actor() instead.
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*/
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void
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clutter_group_add (ClutterGroup *self,
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ClutterActor *actor)
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{
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clutter_container_add_actor (CLUTTER_CONTAINER (self), actor);
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}
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/**
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* clutter_group_add_many_valist:
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* @self: a #ClutterGroup
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* @first_actor: the #ClutterActor actor to add to the group
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* @args: the actors to be added
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*
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* Similar to clutter_group_add_many() but using a va_list. Use this
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* function inside bindings.
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*
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* @Deprecated: 0.4: This function is obsolete, use
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* clutter_container_add_valist() instead.
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*/
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void
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clutter_group_add_many_valist (ClutterGroup *self,
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ClutterActor *first_actor,
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va_list args)
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{
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clutter_container_add_valist (CLUTTER_CONTAINER (self), first_actor, args);
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}
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/**
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* clutter_group_add_many:
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* @self: A #ClutterGroup
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* @first_actor: the #ClutterActor actor to add to the group
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* @Varargs: additional actors to add to the group
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*
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* Adds a NULL-terminated list of actors to a group. This function is
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* equivalent to calling clutter_group_add() for each member of the list.
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*
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* @Deprecated: 0.4: This function is obsolete, use clutter_container_add()
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* instead.
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*/
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void
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clutter_group_add_many (ClutterGroup *self,
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ClutterActor *first_actor,
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...)
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{
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va_list args;
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va_start (args, first_actor);
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clutter_container_add_valist (CLUTTER_CONTAINER (self), first_actor, args);
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va_end (args);
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}
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/**
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* clutter_group_remove
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* @self: A #ClutterGroup
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* @actor: A #ClutterActor
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*
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* Remove a child #ClutterActor from the #ClutterGroup.
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*
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* @Deprecated: 0.4: This function is obsolete, use
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* clutter_container_remove_actor() instead.
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*/
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void
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clutter_group_remove (ClutterGroup *self,
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ClutterActor *actor)
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{
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clutter_container_remove_actor (CLUTTER_CONTAINER (self), actor);
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}
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/**
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* clutter_group_remove_all:
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* @self: A #ClutterGroup
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*
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* Remove all children actors from the #ClutterGroup.
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*/
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void
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clutter_group_remove_all (ClutterGroup *self)
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{
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GList *child_item, *next;
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g_return_if_fail (CLUTTER_IS_GROUP (self));
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if ((child_item = self->priv->children) == NULL)
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return;
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do
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{
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next = g_list_next(child_item);
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clutter_group_remove (self, CLUTTER_ACTOR (child_item->data));
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}
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while ((child_item = next) != NULL);
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}
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/**
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* clutter_group_get_children:
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* @self: A #ClutterGroup
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*
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* Get a list containing all actors contained in the group.
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*
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* Return value: A list of #ClutterActors. You should free the returned
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* list using g_list_free() when finished using it.
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*
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* @Deprecated: 0.4: This function is obsolete, use
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* clutter_container_get_children() instead.
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*/
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GList*
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clutter_group_get_children (ClutterGroup *self)
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{
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return clutter_container_get_children (CLUTTER_CONTAINER (self));
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}
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/**
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* clutter_group_get_n_children:
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* @self: A #ClutterGroup
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*
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* Gets the number of actors held in the group.
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*
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* Return value: The number of child actors held in the group.
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*
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* Since: 0.2
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**/
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gint
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clutter_group_get_n_children (ClutterGroup *self)
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{
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g_return_val_if_fail (CLUTTER_IS_GROUP (self), 0);
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return g_list_length (self->priv->children);
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}
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/**
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* clutter_group_get_nth_child:
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* @self: A #ClutterGroup
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* @index: the position of the requested actor.
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*
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* Gets a groups child held at position index in stack.
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*
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* Return value: A Clutter actor or NULL if index is invalid.
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*
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* Since: 0.2
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**/
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ClutterActor *
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clutter_group_get_nth_child (ClutterGroup *self,
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gint index)
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{
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g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
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return g_list_nth_data (self->priv->children, index);
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}
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/**
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* clutter_group_find_child_by_id:
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* @self: A #ClutterGroup
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* @id: A unique #Clutteractor ID
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*
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* Finds a child actor of a group by its unique ID. Search recurses
|
|
* into any child groups.
|
|
*
|
|
* Returns: the #ClutterActor if found, or NULL.
|
|
*/
|
|
ClutterActor *
|
|
clutter_group_find_child_by_id (ClutterGroup *self,
|
|
guint id)
|
|
{
|
|
ClutterActor *actor = NULL;
|
|
GList *l;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
|
|
|
|
if (clutter_actor_get_id (CLUTTER_ACTOR (self)) == id)
|
|
return CLUTTER_ACTOR (self);
|
|
|
|
for (l = self->priv->children; l; l = l->next)
|
|
{
|
|
ClutterActor *child = l->data;
|
|
|
|
if (clutter_actor_get_id (child) == id)
|
|
{
|
|
actor = child;
|
|
break;
|
|
}
|
|
|
|
if (CLUTTER_IS_GROUP (child))
|
|
{
|
|
actor = clutter_group_find_child_by_id (CLUTTER_GROUP (child), id);
|
|
if (actor)
|
|
break;
|
|
}
|
|
}
|
|
|
|
return actor;
|
|
}
|
|
|
|
/**
|
|
* clutter_group_raise:
|
|
* @self: a #ClutterGroup
|
|
* @actor: a #ClutterActor
|
|
* @sibling: a #ClutterActor
|
|
*
|
|
* FIXME
|
|
*/
|
|
void
|
|
clutter_group_raise (ClutterGroup *self,
|
|
ClutterActor *actor,
|
|
ClutterActor *sibling)
|
|
{
|
|
ClutterGroupPrivate *priv;
|
|
gint pos;
|
|
|
|
g_return_if_fail (actor != sibling);
|
|
|
|
priv = self->priv;
|
|
|
|
pos = g_list_index (priv->children, actor) + 1;
|
|
|
|
priv->children = g_list_remove (priv->children, actor);
|
|
|
|
if (sibling == NULL)
|
|
{
|
|
GList *last_item;
|
|
|
|
/* Raise top */
|
|
last_item = g_list_last (priv->children);
|
|
sibling = last_item->data;
|
|
priv->children = g_list_append (priv->children, actor);
|
|
}
|
|
else
|
|
{
|
|
priv->children = g_list_insert (priv->children, actor, pos);
|
|
}
|
|
|
|
/* set Z ordering a value below, this will then call sort
|
|
* as values are equal ordering shouldn't change but Z
|
|
* values will be correct.
|
|
* FIXME: optimise
|
|
*/
|
|
if (clutter_actor_get_depth(sibling) != clutter_actor_get_depth (actor))
|
|
clutter_actor_set_depth (actor,
|
|
clutter_actor_get_depth (sibling));
|
|
|
|
}
|
|
|
|
/**
|
|
* clutter_group_lower:
|
|
* @self: a #ClutterGroup
|
|
* @actor: a #ClutterActor
|
|
* @sibling: a #ClutterActor
|
|
*
|
|
* FIXME
|
|
*/
|
|
void
|
|
clutter_group_lower (ClutterGroup *self,
|
|
ClutterActor *actor,
|
|
ClutterActor *sibling)
|
|
{
|
|
ClutterGroupPrivate *priv;
|
|
gint pos;
|
|
|
|
g_return_if_fail (actor != sibling);
|
|
|
|
priv = self->priv;
|
|
|
|
pos = g_list_index (priv->children, actor) - 1;
|
|
|
|
priv->children = g_list_remove (priv->children, actor);
|
|
|
|
if (sibling == NULL)
|
|
{
|
|
GList *last_item;
|
|
/* Raise top */
|
|
last_item = g_list_first (priv->children);
|
|
sibling = last_item->data;
|
|
|
|
priv->children = g_list_prepend (priv->children, actor);
|
|
}
|
|
else
|
|
priv->children = g_list_insert (priv->children, actor, pos);
|
|
|
|
/* See comment in group_raise for this */
|
|
if (clutter_actor_get_depth(sibling) != clutter_actor_get_depth(actor))
|
|
clutter_actor_set_depth (actor,
|
|
clutter_actor_get_depth(sibling));
|
|
}
|
|
|
|
static gint
|
|
sort_z_order (gconstpointer a,
|
|
gconstpointer b)
|
|
{
|
|
if (clutter_actor_get_depth (CLUTTER_ACTOR(a))
|
|
== clutter_actor_get_depth (CLUTTER_ACTOR(b)))
|
|
return 0;
|
|
|
|
if (clutter_actor_get_depth (CLUTTER_ACTOR(a))
|
|
> clutter_actor_get_depth (CLUTTER_ACTOR(b)))
|
|
return 1;
|
|
|
|
return -1;
|
|
}
|
|
|
|
/**
|
|
* clutter_group_sort_depth_order:
|
|
* @self: A #ClutterGroup
|
|
*
|
|
* Sorts a #ClutterGroup's children by there depth value.
|
|
* This function should not be used by applications.
|
|
**/
|
|
void
|
|
clutter_group_sort_depth_order (ClutterGroup *self)
|
|
{
|
|
ClutterGroupPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_GROUP(self));
|
|
|
|
priv = self->priv;
|
|
|
|
priv->children = g_list_sort (priv->children, sort_z_order);
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR(self)))
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR(self));
|
|
}
|