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* clutter/cogl/cogl-color.h: * clutter/cogl/cogl-path.h: * clutter/cogl/cogl-types.h: * clutter/cogl/common/cogl-color.c: Deprecated cogl_color() in favour of cogl_set_source_color() and friends; store the CoglColor components as unsigned bytes instead of fixed point normalized values; add functions for allocating, copying and freeing CoglColor, for use of language bindings. * clutter/cogl/cogl.h.in: * clutter/cogl/cogl-deprecated.h: Added cogl-deprecated.h, an header file containing the deprecation symbols similar to clutter-deprecated.h. * clutter/cogl/gl/Makefile.am: * clutter/cogl/gl/cogl-texture.c: * clutter/cogl/gl/cogl.c: * clutter/cogl/gles/Makefile.am: * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl.c: Update the GL and GLES implementations of COGL after the CoglColor changes. * clutter/clutter-actor.c: * clutter/clutter-clone-texture.c: * clutter/clutter-entry.c: * clutter/clutter-label.c: * clutter/clutter-rectangle.c: * clutter/clutter-texture.c: Do not use CoglColor whenever it is possible, and use cogl_set_source_color4ub() instead. * clutter/pango/cogl-pango-render.c: Ditto as above. * doc/reference/clutter/subclassing-ClutterActor.xml: * doc/reference/cogl/cogl-sections.txt: Update the documentation. * tests/interactive/test-cogl-offscreen.c: * tests/interactive/test-cogl-primitives.c: * tests/interactive/test-cogl-tex-convert.c: * tests/interactive/test-cogl-tex-foreign.c: * tests/interactive/test-cogl-tex-getset.c: * tests/interactive/test-cogl-tex-polygon.c: * tests/interactive/test-cogl-tex-tile.c: * tests/interactive/test-paint-wrapper.c: Drop the usage of CoglColor whenever it is possible.
619 lines
22 KiB
XML
619 lines
22 KiB
XML
<chapter id="clutter-subclassing-ClutterActor">
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<chapterinfo>
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<author>
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<firstname>Emmanuele</firstname>
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<surname>Bassi</surname>
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<affiliation>
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<address>
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<email>ebassi@openedhand.com</email>
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</address>
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</affiliation>
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</author>
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</chapterinfo>
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<title>Implementing a new actor</title>
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<para>In order to implement a new #ClutterActor subclass the usual
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machinery for subclassing a #GObject should be used:</para>
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<informalexample>
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<programlisting>
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#define FOO_TYPE_ACTOR (foo_actor_get_type ())
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#define FOO_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), FOO_TYPE_ACTOR, FooActor))
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#define FOO_IS_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), FOO_TYPE_ACTOR))
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#define FOO_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), FOO_TYPE_ACTOR, FooActorClass))
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#define FOO_IS_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), FOO_TYPE_ACTOR))
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#define FOO_ACTOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), FOO_TYPE_ACTOR, FooActorClass))
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typedef struct _FooActor
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{
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ClutterActor parent_instance;
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} FooActor;
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typedef struct _FooActorClass
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{
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ClutterActorClass parent_class;
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} FooActorClass;
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G_DEFINE_TYPE (FooActor, foo_actor, CLUTTER_TYPE_ACTOR);
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static void
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foo_actor_class_init (FooActorClass *klass)
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{
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}
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static void
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foo_actor_init (FooActor *actor)
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{
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}
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</programlisting>
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</informalexample>
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<para>The implementation of an actor roughly depends on what kind
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of actor the class should display.</para>
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<para>The implementation process can be broken down into sections:
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<variablelist>
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<varlistentry>
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<term>size requisition</term>
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<listitem><para>used by containers to know how much space
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an actor requires for itself and its eventual
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children.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term>size allocation</term>
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<listitem><para>used by containers to define how much space
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an actor should have for itself and its eventual
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children.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term>painting and picking</term>
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<listitem><para>the actual actor painting and the "picking"
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done to determine the actors that received events</para></listitem>
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</varlistentry>
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</variablelist>
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</para>
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<para>Container actors should also implement the #ClutterContainer
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interface to provide a consistent API for adding, removing and iterating
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over their children.</para>
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<refsect1 id="actor-size-requisition">
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<title>Size requisition</title>
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<para>Actors should usually implement the size requisition virtual
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functions unless they depend on explicit sizing by the developer,
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using the clutter_actor_set_width() and clutter_actor_set_height()
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functions and their wrappers.</para>
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<note><para>For instance, an actor that depends on the explicit
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sizing is the #ClutterRectangle actor.</para></note>
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<para>The size requisition is split into two different phases: width
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requisition and height requisition.</para>
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<para>The <classname>ClutterActor</classname>::get_preferred_width() and
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<classname>ClutterActor</classname>::get_preferred_height() methods of a
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#ClutterActor are invoked when clutter_actor_get_preferred_width() and
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clutter_actor_get_preferred_height() are respectively called on an instance
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of that actor class. They are used to return the preferred size of the
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actor. Container actors, or composite actors with internal children,
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should call clutter_actor_get_preferred_width() and
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clutter_actor_get_preferred_height() on each visible child inside
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their implementation of the get_preferred_width() and get_preferred_height()
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virtual functions.</para>
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<para>The get_preferred_width() and get_preferred_height() virtual
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functions return both the minimum size of the actor and its natural
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size. The minimum size is defined as the amount of space an actor
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must occupy to be useful; the natural size is defined as the amount
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of space an actor would occupy if nothing would constrain it.</para>
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<note><para>The natural size must always be greater than, or equal
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to the minimum size. #ClutterActor will warn in case this assumption
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is not respected by an implementation.</para></note>
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<para>The height request may be computed for a specific width, which
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is passed to the implementation, thus allowing height-for-width
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geometry management. Similarly, the width request may be computed
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for a specific height, allowing width-for-height geometry management.
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By default, every #ClutterActor uses the height-for-width geometry
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management, but the setting can be changed by using the
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#ClutterActor:request-mode property.</para>
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<note><para>The clutter_actor_get_preferred_size() function will
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automatically check the geometry management preferred by the actor
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and return its preferred size depending on the value of the request-mode
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property and on the natural size of the actor.</para></note>
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<para>The size requisition starts from the #ClutterStage and it is
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performed on every child of the stage following down the hierarchy
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of the scene graph.</para>
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<note><para>The size requisition should not take into account the
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actor's scale, rotation or anchor point unless an actor is performing
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layout management depending on those properties.</para></note>
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<note><para>All the sizes are expressed using #ClutterUnit<!-- -->s, the
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internal high-precision unit type, which guarantees sub-pixel precision.
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#ClutterUnit currently has the same limitations that #ClutterFixed has,
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see the <link linkend="clutter-Fixed-Point-Support">fixed point page</link>.
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</para></note>
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<example id="clutter-actor-get-width-request-example">
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<title>Width requisition implementation of a container</title>
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<para>This example shows how an actor class should override the
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get_preferred_width() virtual function of #ClutterActor. In this case,
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the returned widths are the union of the extents of all the
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<classname>FooActor</classname> children.</para>
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<para>The get_preferred_height() implementation would be similar to the
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get_preferred_width() implementation, so it is omitted.</para>
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<programlisting>
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static void
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foo_actor_get_preferred_width (ClutterActor *actor,
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ClutterUnit for_height,
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ClutterUnit *min_width_p,
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ClutterUnit *natural_width_p)
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{
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GList *l;
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ClutterUnit min_left, min_right;
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ClutterUnit natural_left, natural_right;
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min_left = 0;
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min_right = 0;
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natural_left = 0;
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natural_right = 0;
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for (l = children; l != NULL; l = l->next)
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{
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ClutterActor *child = l->data;
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ClutterUnit child_x, child_min, child_natural;
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child_x = clutter_actor_get_xu (child);
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clutter_actor_get_preferred_width (child, for_height,
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&child_min,
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&child_natural);
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if (l == children)
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{
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/* First child */
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min_left = child_x;
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natural_left = child_x;
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min_right = min_left + child_min;
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natural_right = natural_left + child_natural;
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}
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else
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{
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if (child_x < min_left)
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min_left = child_x;
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if (child_x < natural_left)
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natural_left = child_x;
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if (child_x + child_min > min_right)
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min_right = child_x + child_min;
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if (child_x + child_natural > natural_right)
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natural_right = child_x + child_natural;
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}
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}
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/* The request is defined as the width and height we want starting from
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* our origin, since our allocation will set the origin; so we now need
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* to remove any part of the request that is to the left of the origin.
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*/
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if (min_left < 0)
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min_left = 0;
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if (natural_left < 0)
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natural_left = 0;
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if (min_right < 0)
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min_right = 0;
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if (natural_right < 0)
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natural_right = 0;
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g_assert (min_right >= min_left);
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g_assert (natural_right >= natural_left);
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if (min_width_p)
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*min_width_p = min_right - min_left;
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if (natural_width_p)
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*natural_width_p = natural_right - min_left;
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}
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</programlisting>
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</example>
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</refsect1> <!-- actor-size-requisition -->
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<refsect1 id="actor-size-allocation">
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<title>Size allocation</title>
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<para>The <classname>ClutterActor</classname>::allocate() method of a
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#ClutterActor is invoked when clutter_actor_allocate() is called on an
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instance of that actor class. It is used by a parent actor to set the
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coordinates of the bounding box for its children actors. Hence,
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container actors, or composite actors with internal children, should
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override the allocate() virtual function and call clutter_actor_allocate()
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on each visible child.</para>
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<para>Each actor can know from their allocation box whether they
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have been moved with respect to their parent actor. Each child will
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also be able to tell whether their parent has been moved with respect
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to the stage.</para>
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<note><para>The allocate() virtual function implementation will be
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notified whether the actor has been moved, while clutter_actor_allocate()
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will usually be invoked with a boolean flag meaning that the parent
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has been moved.</para></note>
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<example id="container-allocate-example">
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<title>Allocation of a container</title>
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<para>In this example, <classname>FooActor</classname> acts like a
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horizontal box with overflowing, like a toolbar which will display
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more children as it expands. The children falling outside of the
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allocated area will fade out; the children falling inside the
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same area will fade in.</para>
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<programlisting language="C">
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static void
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foo_actor_allocate (ClutterActor *actor,
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const ClutterActorBox *box,
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gboolean absolute_origin_changed)
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{
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FooActor *foo_actor = FOO_ACTOR (actor);
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ClutterUnit current_width;
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GList *l;
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/* chain up to set the allocation of the actor */
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CLUTTER_ACTOR_CLASS (foo_actor_parent_class)->allocate (actor, box, absolute_origin_changed);
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current_width = foo_actor->padding;
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for (l = foo_actor->children;
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l != NULL;
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l = l->next)
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{
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FooActorChild *child = l->data;
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ClutterUnit natural_width, natural_height;
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ClutterActorBox child_box = { 0, };
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/* each child will get as much space as they require */
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clutter_actor_get_preferred_size (CLUTTER_ACTOR (child),
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NULL, NULL,
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&natural_width, &natural_height);
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/* if the child is overflowing, we just fade it out */
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if (current_width + natual_width > box->x2 - box->x1)
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foo_actor_fade_child (foo_actor, child, 0);
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else
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{
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current_width += natural_width + priv->padding;
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child_box.x1 = current_width;
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child_box.y1 = 0;
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child_box.x2 = child_box.x1 + natural_width;
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child_box.y2 = child_box.y1 + natural_height;
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/* update the allocation */
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clutter_actor_allocate (CLUTTER_ACTOR (child),
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&child_box,
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absolute_origin_changed);
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/* fade the child in if it wasn't visible */
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foo_actor_fade_child (foo_actor, child, 255);
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}
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}
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}
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</programlisting>
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</example>
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<para>The allocation is also the "paint area", that is the area where
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the paint operations should be performed.</para>
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</refsect1> <!-- actor-size-allocation -->
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<refsect1 id="actor-painting-and-picking">
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<title>Painting and picking</title>
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<para>The <classname>ClutterActor</classname>::paint() method should be
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overridden if the actor needs to control its drawing process, either by
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using the Clutter GL and GLES abstraction library (COGL) or by directly
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using the GL or GLES API.</para>
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<note><para>Actors performing transformations should push the GL matrix
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first and then pop the GL matrix before returning. COGL provides wrapper
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functions for this operation, cogl_push_matrix() and cogl_pop_matrix().
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</para></note>
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<example id="simple-actor-paint-example">
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<title>Paint implementation of a simple actor</title>
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<para>In this example, the <classname>FooActor</classname>
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implementation of the paint() virtual function is drawing a rectangle
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with rounded corners with a custom color. The COGL API is used, to
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allow portability between GL and GLES platforms.</para>
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<programlisting>
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static void
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foo_actor_paint (ClutterActor *actor)
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{
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FooActor *foo_actor = FOO_ACTOR (actor);
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ClutterUnit w, h, r;
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/* FooActor has a specific background color
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*
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* the alpha component must take into account the absolute
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* opacity of the actor on the screen at this point in the
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* scenegraph; this value is obtained by calling
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* clutter_actor_get_paint_opacity().
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*/
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cogl_set_source_color4ub (priv->fgcol.red,
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priv->fgcol.green,
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priv->fgcol.blue,
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clutter_actor_get_paint_opacity (actor));
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/* get the size of the actor with sub-pixel precision */
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w = CLUTTER_UNITS_TO_FIXED (clutter_actor_get_widthu (actor));
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h = CLUTTER_UNITS_TO_FIXED (clutter_actor_get_heightu (actor));
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/* this is the arc radius for the rounded rectangle corners */
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r = CLUTTER_UNITS_TO_FIXED (foo_actor->radius);
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/* paint a rounded rectangle using GL primitives; the area of
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* paint is (0, 0) - (width, height), which means the whole
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* allocation or, if the actor has a fixed size, the size that
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* has been set.
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*/
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cogl_path_round_rectangle (0, 0, w, h, r, 5);
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/* and fill it with the current color */
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cogl_path_fill ();
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}
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</programlisting>
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</example>
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<note><para>When inside the <classname>ClutterActor</classname>::paint()
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method the actor is already positioned at the coordinates specified by
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its parent; all the paint operations should take place from the (0, 0)
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coordinates.</para></note>
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<para>Container actors or composite actors with internal children should
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also override the paint method, and call clutter_actor_paint() on every
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visible child:</para>
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<example id="container-actor-paint-example">
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<title>Paint implementation of a container</title>
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<para>In this example, <classname>FooActor</classname> is a simple
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container invoking clutter_actor_paint() on every visible child.</para>
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<programlisting>
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static void
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foo_actor_paint (ClutterActor *actor)
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{
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FooActor *foo_actor = FOO_ACTOR (actor);
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GList *child;
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for (child = foo_actor->children;
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child != NULL;
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child = child->next)
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{
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ClutterActor *child_actor = child->data;
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/* paint only visible children */
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if (CLUTTER_ACTOR_IS_VISIBLE (child_actor))
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clutter_actor_paint (child_actor);
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}
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}
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</programlisting>
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</example>
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<para>If the actor has a non-rectangular shape, or it has internal
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children that need to be distinguished by the events delivery mechanism,
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the <classname>ClutterActor</classname>::pick() method should also be
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overridden. The pick() method works exactly like the paint() method, but
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the actor should paint just its shape with the passed colour:</para>
|
|
|
|
<example id="simple-actor-pick-example">
|
|
<title>Pick implementation of a simple actor</title>
|
|
<para>In this example, <classname>FooActor</classname> overrides the
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pick() virtual function default implementation to paint itself with a
|
|
shaped silhouette, to allow events only on the actual shape of the actor
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|
instead of the whole paint area.</para>
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|
<programlisting>
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static void
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foo_actor_pick (ClutterActor *actor,
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const ClutterColor *pick_color)
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{
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FooActor *foo_actor = FOO_ACTOR (actor);
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ClutterUnit width, height;
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ClutterFixed radius;
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/* it is possible to avoid a costly paint by checking whether the
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* actor should really be painted in pick mode
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*/
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if (!clutter_actor_should_pick_paint (actor))
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return;
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clutter_actor_get_sizeu (actor, &width, &height);
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/* this is the arc radius for the rounded rectangle corners */
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radius = CLUTTER_UNITS_TO_FIXED (foo_actor-&radius);
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/* use the passed color to paint ourselves */
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cogl_set_source_color4ub (pick_color->red,
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pick_color->green,
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pick_color->blue,
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pick_color->alpha);
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/* paint a round rectangle */
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cogl_round_rectangle (0, 0, width, height, radius, 5);
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/* and fill it with the current color */
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|
cogl_fill ();
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}
|
|
</programlisting>
|
|
</example>
|
|
|
|
<para>Containers should simply chain up to the parent class'
|
|
pick() implementation to get their silhouette painted and then
|
|
paint their children:</para>
|
|
|
|
<example id="container-actor-pick-example">
|
|
<title>Pick implementation of a container</title>
|
|
<para>In this example, <classname>FooActor</classname> allows the
|
|
picking of each child it contains, as well as itself.</para>
|
|
<programlisting>
|
|
static void
|
|
foo_actor_pick (ClutterActor *actor,
|
|
const ClutterColor *pick_color)
|
|
{
|
|
FooActor *foo_actor = FOO_ACTOR (actor);
|
|
|
|
/* this will paint a silhouette corresponding to the paint box */
|
|
CLUTTER_ACTOR_CLASS (foo_actor_parent_class)->pick (actor, pick_color);
|
|
|
|
/* clutter_actor_paint() is context-sensitive, and will perform
|
|
* a pick paint if the scene graph is in pick mode
|
|
*/
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (foo_actor->child))
|
|
clutter_actor_paint (foo_actor->child);
|
|
}
|
|
</programlisting>
|
|
</example>
|
|
|
|
</refsect1> <!-- actor-painting-and-picking -->
|
|
|
|
<refsect1 id="implementing-clutter-container">
|
|
<title>Implementing Containers</title>
|
|
|
|
<para>
|
|
The #ClutterContainer interface should be implemented by subclasses
|
|
of #ClutterActor who wants to provide a general API for adding child
|
|
actors.
|
|
</para>
|
|
|
|
<para>
|
|
If the #ClutterActor subclass only handles internal children, or it's
|
|
not suitable for having generic actors added to it, it should not
|
|
implement the #ClutterContainer interface, but simply use
|
|
clutter_actor_set_parent():
|
|
</para>
|
|
|
|
<example id="clutter-actor-set-parent-example">
|
|
<title>Parenting an actor</title>
|
|
<para>In this example, <classname>FooActor</classname> has an internal
|
|
child of type <classname>BazActor</classname> which is assigned using a
|
|
specific function called foo_actor_add_baz(). The
|
|
<classname>FooActor</classname> instance takes ownership of the
|
|
<classname>BazActor</classname> instance and sets the parent-child
|
|
relationship using clutter_actor_set_parent().</para>
|
|
<programlisting>
|
|
void
|
|
foo_actor_add_baz (FooActor *foo_actor,
|
|
BazActor *baz_actor)
|
|
{
|
|
g_return_if_fail (FOO_IS_ACTOR (foo_actor));
|
|
g_return_if_fail (BAZ_IS_ACTOR (baz_actor));
|
|
|
|
/* unparent the previous BazActor; this will automatically call
|
|
* g_object_unref() on the actor
|
|
*/
|
|
if (foo_actor->baz)
|
|
clutter_actor_unparent (foo_actor->baz);
|
|
|
|
foo_actor->baz = baz_actor;
|
|
|
|
/* this will cause the initial floating reference of ClutterActor to
|
|
* disappear, and add a new reference on baz_actor. foo_actor has now
|
|
* taken ownership of baz_actor, so that:
|
|
*
|
|
* foo_actor_add_baz (foo_actor, baz_actor_new ());
|
|
*
|
|
* is a safe statement (no reference is leaked).
|
|
*/
|
|
clutter_actor_set_parent (CLUTTER_ACTOR (baz_actor),
|
|
CLUTTER_ACTOR (foo_actor));
|
|
|
|
/* a container should queue a change in the layout */
|
|
clutter_actor_queue_relayout (CLUTTER_ACTOR (foo_actor));
|
|
|
|
/* emit a signal and notification */
|
|
g_signal_emit (foo_actor, foo_actor_signals[BAZ_CHANGED], 0, baz_actor);
|
|
g_object_notify (G_OBJECT (foo_actor), "baz");
|
|
}
|
|
</programlisting>
|
|
</example>
|
|
|
|
<para>
|
|
In order to implement the #ClutterContainer interface, these virtual
|
|
functions must be defined:
|
|
|
|
<variablelist>
|
|
<varlistentry>
|
|
<term>ClutterContainer::add</term>
|
|
<listitem>
|
|
<para>The container actor should hold a pointer to the passed
|
|
#ClutterActor, call clutter_actor_set_parent() on it and then
|
|
emit the #ClutterContainer::actor-added signal to notify
|
|
handlers of the newly added actor.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term>ClutterContainer::remove</term>
|
|
<listitem>
|
|
<para>The container actor should increase the reference count
|
|
of the passed #ClutterActor, remove the pointer held on the
|
|
child and call clutter_actor_unparent() on it; then, emit the
|
|
#ClutterContainer::actor-removed signal and decrease the
|
|
reference count.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term>ClutterContainer::foreach</term>
|
|
<listitem>
|
|
<para>The container should invoke the callback on every
|
|
child it is holding.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term>ClutterContainer::raise</term>
|
|
<listitem>
|
|
<para>The container should move the passed child on top
|
|
of the given sibling, or on top of the paint stack in
|
|
case the sibling is NULL.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term>ClutterContainer::lower</term>
|
|
<listitem>
|
|
<para>The container should move the passed child below
|
|
the given sibling, or on the bottom of the paint stack
|
|
in case the sibling is NULL.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
<varlistentry>
|
|
<term>ClutterContainer::sort_depth_order</term>
|
|
<listitem>
|
|
<para>The container should sort the paint stack depending
|
|
on the relative depths of each child.</para>
|
|
</listitem>
|
|
</varlistentry>
|
|
</variablelist>
|
|
|
|
</para>
|
|
|
|
</refsect1> <!-- implementing-clutter-container -->
|
|
|
|
</chapter>
|