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* subclassing-ClutterActor.sgml: Add a chapter about how to correctly subclass the actor base class. * clutter-docs.sgml: Include the new chapter about subclassing ClutterActor; add a description for some of the API reference parts.
113 lines
3.8 KiB
Plaintext
113 lines
3.8 KiB
Plaintext
<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. After that, the
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ClutterActor::query_coords() and ClutterActor::request_coords() virtual
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functions should be overidden. Optionally, also the ClutterActor::paint()
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virtual functions should be overridden.</para>
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<para>The ClutterActor::query_coords() method of a #ClutterActor is
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invoked when clutter_actor_query_coords() is called on an instance
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of that actor class. It is used to return a #ClutterActorBox containing
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the coordinates of the bounding box for the actor (the coordinates
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of the top left corner and of the bottom right corner of the rectangle
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that fully contains the actor). Container actors, or composite actors
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with internal children, should call clutter_actor_query_coords() on
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each visible child. Remember: the returned coordinates must be relative
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to the parent actor.</para>
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<example id="clutter-actor-query-coords-example">
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<para>This example shows how an actor class should override the
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query_coords() virtual function of #ClutterActor. In this case,
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the returned bounding box is the sum of the bounding boxes of all
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the <structname>FooActor</structname> children.</para>
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<programlisting>
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static void
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foo_actor_query_coords (ClutterActor *actor,
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ClutterActorBox *box)
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{
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FooActor *foo_actor = FOO_ACTOR (actor);
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GList *child;
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guint width, height;
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/* initialize our size */
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width = height = 0;
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for (l = foo_actor->children; l != NULL; l = l->next)
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{
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ClutterActor *child_actor = child->data;
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/* we return only visible actors */
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if (CLUTTER_ACTOR_IS_VISIBLE (child_actor))
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{
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ClutterActorBox child_box;
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clutter_actor_query_coords (child_actor, &child_box);
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width += child_box.x2 - child_box.x2;
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height += child_box.y2 - child_box.y1;
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}
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}
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/* internally, the coordinates are all expressed in generic
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* "units", but the public API converts them into pixels,
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* so we need to juggle around with conversions
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*/
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box->x2 = box->x1 + CLUTTER_UNITS_FROM_INT (width);
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box->y2 = box->y1 + CLUTTER_UNITS_FROM_INT (height);
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}
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</programlisting>
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</example>
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<para>The ClutterActor::request_coords() method of a #ClutterActor
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is invoked when clutter_actor_request_coords() is called on an instance
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of that actor class. It is used to set the coordinates of the bounding
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box for the actor. Container actors, or composite actors with internal
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children, should call clutter_actor_request_coords() on each visible
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child.</para>
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<para>The ClutterActor::paint() method should be overridden if the
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actor needs to control its drawing process, by using the GL API
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directly. Actors performing transformations should push the GL matrix
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first and then pop the GL matrix before returning. Container actors
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or composite actors with internal children should do the same, and call
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clutter_actor_paint() on every visible child:</para>
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<example id="clutter-actor-paint-example">
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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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glPushMatrix ();
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for (child = foo_actor->children; child != NULL; child = child->next)
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{
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ClutterActor *child_actor = child->data;
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clutter_actor_paint (child_actor);
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}
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glPopMatrix ();
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}
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</programlisting>
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</example>
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</chapter>
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