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e33cce309a
* clutter/clutter-rectangle.c: * clutter/clutter-group.c: * clutter/clutter-entry.c: * clutter/clutter-clone-texture.c: Remove unnecessary calls to cogl_{push,pop}_matrix. The matrix is preserved in clutter_actor_paint whenever the actor's transformation is applied so there should be no need to push the matrix in actor paint implementations unless it does some additional transformations itself.
870 lines
23 KiB
C
870 lines
23 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 apply to the child actors.
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*
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* A #ClutterGroup's size is defined by the size and position of its children.
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* Resize requests via the #ClutterActor API will be ignored.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <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/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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ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
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GList *child_item;
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CLUTTER_NOTE (PAINT, "ClutterGroup paint enter");
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for (child_item = 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_VISIBLE (child))
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clutter_actor_paint (child);
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}
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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_realize (ClutterActor *actor)
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{
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clutter_container_foreach (CLUTTER_CONTAINER (actor),
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CLUTTER_CALLBACK (clutter_actor_realize),
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NULL);
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}
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static void
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clutter_group_unrealize (ClutterActor *actor)
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{
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clutter_container_foreach (CLUTTER_CONTAINER (actor),
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CLUTTER_CALLBACK (clutter_actor_unrealize),
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NULL);
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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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/* Chain up so we get a bounding box pained (if we are reactive) */
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CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->pick (actor, color);
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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'.
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*/
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if (CLUTTER_ACTOR_IS_VISIBLE (actor))
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clutter_group_paint (actor);
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}
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static void
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clutter_fixed_layout_get_preferred_width (GList *children,
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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_size (child,
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&child_min, NULL,
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&child_natural, NULL);
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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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/* Union of extents with previous children */
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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 preferred size is defined as the width and height we want starting
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* from our origin, since our allocation will set the origin; so we now
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* need 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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static void
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clutter_fixed_layout_get_preferred_height (GList *children,
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ClutterUnit *min_height_p,
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ClutterUnit *natural_height_p)
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{
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GList *l;
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ClutterUnit min_top, min_bottom;
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ClutterUnit natural_top, natural_bottom;
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min_top = 0;
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min_bottom = 0;
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natural_top = 0;
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natural_bottom = 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_y, child_min, child_natural;
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child_y = clutter_actor_get_yu (child);
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clutter_actor_get_preferred_size (child,
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NULL, &child_min,
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NULL, &child_natural);
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if (l == children)
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{
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/* First child */
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min_top = child_y;
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natural_top = child_y;
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min_bottom = min_top + child_min;
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natural_bottom = natural_top + child_natural;
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}
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else
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{
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/* Union of extents with previous children */
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if (child_y < min_top)
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min_top = child_y;
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if (child_y < natural_top)
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natural_top = child_y;
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if (child_y + child_min > min_bottom)
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min_bottom = child_y + child_min;
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if (child_y + child_natural > natural_bottom)
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natural_bottom = child_y + child_natural;
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}
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}
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/* The preferred size is defined as the width and height we want starting
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* from our origin, since our allocation will set the origin; so we now
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* need to remove any part of the request that is above the origin.
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*/
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if (min_top < 0)
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min_top = 0;
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if (natural_top < 0)
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natural_top = 0;
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if (min_bottom < 0)
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min_bottom = 0;
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if (natural_bottom < 0)
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natural_bottom = 0;
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g_assert (min_bottom >= min_top);
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g_assert (natural_bottom >= natural_top);
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if (min_height_p)
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*min_height_p = min_bottom - min_top;
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if (natural_height_p)
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*natural_height_p = natural_bottom - min_top;
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}
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static void
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clutter_fixed_layout_allocate (GList *children,
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gboolean absolute_origin_changed)
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{
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GList *l;
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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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clutter_actor_allocate_preferred_size (child, absolute_origin_changed);
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}
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}
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static void
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clutter_group_get_preferred_width (ClutterActor *self,
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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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ClutterGroupPrivate *priv = CLUTTER_GROUP (self)->priv;
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/* for_height is irrelevant to the fixed layout, so it's not used */
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clutter_fixed_layout_get_preferred_width (priv->children,
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min_width_p,
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natural_width_p);
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}
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static void
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clutter_group_get_preferred_height (ClutterActor *self,
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ClutterUnit for_width,
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ClutterUnit *min_height_p,
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ClutterUnit *natural_height_p)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (self)->priv;
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/* for_width is irrelevant to the fixed layout, so it's not used */
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clutter_fixed_layout_get_preferred_height (priv->children,
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min_height_p,
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natural_height_p);
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}
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static void
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clutter_group_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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gboolean origin_changed)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (self)->priv;
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/* chain up to set actor->allocation */
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CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->allocate (self, box,
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origin_changed);
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/* Note that fixed-layout allocation of children does not care what
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* allocation the container received, so "box" is not passed in
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* here. We do not require that children's allocations are completely
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* contained by our own.
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*/
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clutter_fixed_layout_allocate (priv->children, origin_changed);
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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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g_list_free (priv->children);
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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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/* queue a relayout, to get the correct positioning inside
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* the ::actor-added signal handlers
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*/
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clutter_actor_queue_relayout (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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/* queue a relayout, to get the correct positioning inside
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* the ::actor-removed signal handlers
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*/
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clutter_actor_queue_relayout (CLUTTER_ACTOR (group));
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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_group_real_raise (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterGroup *self = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = self->priv;
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priv->children = g_list_remove (priv->children, actor);
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/* Raise at the top */
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if (!sibling)
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{
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GList *last_item;
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last_item = g_list_last (priv->children);
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if (last_item)
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sibling = last_item->data;
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priv->children = g_list_append (priv->children, actor);
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}
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else
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{
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gint pos;
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pos = g_list_index (priv->children, sibling) + 1;
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priv->children = g_list_insert (priv->children, actor, pos);
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}
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/* set Z ordering a value below, this will then call sort
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* as values are equal ordering shouldn't change but Z
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* values will be correct.
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*
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* FIXME: optimise
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*/
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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}
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}
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static void
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clutter_group_real_lower (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterGroup *self = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = self->priv;
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priv->children = g_list_remove (priv->children, actor);
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/* Push to bottom */
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if (!sibling)
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{
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GList *last_item;
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last_item = g_list_first (priv->children);
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if (last_item)
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sibling = last_item->data;
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priv->children = g_list_prepend (priv->children, actor);
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}
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else
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{
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gint pos;
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pos = g_list_index (priv->children, sibling);
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priv->children = g_list_insert (priv->children, actor, pos);
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}
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/* See comment in group_raise for this */
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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}
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}
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static gint
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sort_z_order (gconstpointer a,
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gconstpointer b)
|
|
{
|
|
int depth_a, depth_b;
|
|
|
|
depth_a = clutter_actor_get_depth (CLUTTER_ACTOR(a));
|
|
depth_b = clutter_actor_get_depth (CLUTTER_ACTOR(b));
|
|
|
|
return (depth_a - depth_b);
|
|
}
|
|
|
|
static void
|
|
clutter_group_real_sort_depth_order (ClutterContainer *container)
|
|
{
|
|
ClutterGroup *self = CLUTTER_GROUP (container);
|
|
ClutterGroupPrivate *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));
|
|
|
|
}
|
|
|
|
static void
|
|
clutter_container_iface_init (ClutterContainerIface *iface)
|
|
{
|
|
iface->add = clutter_group_real_add;
|
|
iface->remove = clutter_group_real_remove;
|
|
iface->foreach = clutter_group_real_foreach;
|
|
iface->raise = clutter_group_real_raise;
|
|
iface->lower = clutter_group_real_lower;
|
|
iface->sort_depth_order = clutter_group_real_sort_depth_order;
|
|
}
|
|
|
|
static void
|
|
clutter_group_class_init (ClutterGroupClass *klass)
|
|
{
|
|
GObjectClass *object_class = G_OBJECT_CLASS (klass);
|
|
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
|
|
|
|
object_class->dispose = clutter_group_dispose;
|
|
|
|
actor_class->paint = clutter_group_paint;
|
|
actor_class->pick = clutter_group_pick;
|
|
actor_class->show_all = clutter_group_real_show_all;
|
|
actor_class->hide_all = clutter_group_real_hide_all;
|
|
actor_class->realize = clutter_group_realize;
|
|
actor_class->unrealize = clutter_group_unrealize;
|
|
|
|
actor_class->get_preferred_width = clutter_group_get_preferred_width;
|
|
actor_class->get_preferred_height = clutter_group_get_preferred_height;
|
|
actor_class->allocate = clutter_group_allocate;
|
|
|
|
/**
|
|
* ClutterGroup::add:
|
|
* @group: the #ClutterGroup that received the signal
|
|
* @actor: the actor added to the group
|
|
*
|
|
* The ::add signal is emitted each time an actor has been added
|
|
* to the group.
|
|
*
|
|
* @Deprecated: 0.4: This signal is deprecated, you should connect
|
|
* to the ClutterContainer::actor-added signal instead.
|
|
*/
|
|
group_signals[ADD] =
|
|
g_signal_new ("add",
|
|
G_OBJECT_CLASS_TYPE (object_class),
|
|
G_SIGNAL_RUN_FIRST,
|
|
G_STRUCT_OFFSET (ClutterGroupClass, add),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__OBJECT,
|
|
G_TYPE_NONE, 1,
|
|
CLUTTER_TYPE_ACTOR);
|
|
/**
|
|
* ClutterGroup::remove:
|
|
* @group: the #ClutterGroup that received the signal
|
|
* @actor: the actor added to the group
|
|
*
|
|
* The ::remove signal is emitted each time an actor has been removed
|
|
* from the group
|
|
*
|
|
* @Deprecated: 0.4: This signal is deprecated, you should connect
|
|
* to the ClutterContainer::actor-removed signal instead
|
|
*/
|
|
group_signals[REMOVE] =
|
|
g_signal_new ("remove",
|
|
G_OBJECT_CLASS_TYPE (object_class),
|
|
G_SIGNAL_RUN_FIRST,
|
|
G_STRUCT_OFFSET (ClutterGroupClass, remove),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__OBJECT,
|
|
G_TYPE_NONE, 1,
|
|
CLUTTER_TYPE_ACTOR);
|
|
|
|
g_type_class_add_private (object_class, sizeof (ClutterGroupPrivate));
|
|
}
|
|
|
|
static void
|
|
clutter_group_init (ClutterGroup *self)
|
|
{
|
|
self->priv = CLUTTER_GROUP_GET_PRIVATE (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_new:
|
|
*
|
|
* Create a new #ClutterGroup.
|
|
*
|
|
* Return value: the newly created #ClutterGroup actor
|
|
*/
|
|
ClutterActor *
|
|
clutter_group_new (void)
|
|
{
|
|
return g_object_new (CLUTTER_TYPE_GROUP, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_add_many_valist:
|
|
* @group: a #ClutterGroup
|
|
* @first_actor: the #ClutterActor actor to add to the group
|
|
* @var_args: the actors to be added
|
|
*
|
|
* Similar to clutter_group_add_many() but using a va_list. Use this
|
|
* function inside bindings.
|
|
*
|
|
* @Deprecated: 0.4: This function is obsolete, use
|
|
* clutter_container_add_valist() instead.
|
|
*/
|
|
void
|
|
clutter_group_add_many_valist (ClutterGroup *group,
|
|
ClutterActor *first_actor,
|
|
va_list var_args)
|
|
{
|
|
clutter_container_add_valist (CLUTTER_CONTAINER (group), first_actor, var_args);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_add_many:
|
|
* @group: A #ClutterGroup
|
|
* @first_actor: the #ClutterActor actor to add to the group
|
|
* @Varargs: additional actors to add to the group
|
|
*
|
|
* Adds a %NULL-terminated list of actors to a group. This function is
|
|
* equivalent to calling clutter_group_add() for each member of the list.
|
|
*
|
|
* @Deprecated: 0.4: This function is obsolete, use clutter_container_add()
|
|
* instead.
|
|
*/
|
|
void
|
|
clutter_group_add_many (ClutterGroup *group,
|
|
ClutterActor *first_actor,
|
|
...)
|
|
{
|
|
va_list args;
|
|
|
|
va_start (args, first_actor);
|
|
clutter_container_add_valist (CLUTTER_CONTAINER (group), first_actor, args);
|
|
va_end (args);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_remove
|
|
* @group: A #ClutterGroup
|
|
* @actor: A #ClutterActor
|
|
*
|
|
* Removes a child #ClutterActor from the parent #ClutterGroup.
|
|
*
|
|
* @Deprecated: 0.4: This function is obsolete, use
|
|
* clutter_container_remove_actor() instead.
|
|
*/
|
|
void
|
|
clutter_group_remove (ClutterGroup *group,
|
|
ClutterActor *actor)
|
|
{
|
|
clutter_container_remove_actor (CLUTTER_CONTAINER (group), actor);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_remove_all:
|
|
* @group: A #ClutterGroup
|
|
*
|
|
* Removes all children actors from the #ClutterGroup.
|
|
*/
|
|
void
|
|
clutter_group_remove_all (ClutterGroup *group)
|
|
{
|
|
GList *children;
|
|
|
|
g_return_if_fail (CLUTTER_IS_GROUP (group));
|
|
|
|
children = group->priv->children;
|
|
while (children)
|
|
{
|
|
ClutterActor *child = children->data;
|
|
children = children->next;
|
|
|
|
clutter_container_remove_actor (CLUTTER_CONTAINER (group), child);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_group_get_children:
|
|
* @self: A #ClutterGroup
|
|
*
|
|
* Get a list containing all actors contained in the group.
|
|
*
|
|
* Return value: A list of #ClutterActors. You should free the returned
|
|
* list using g_list_free() when finished using it.
|
|
*
|
|
* @Deprecated: 0.4: This function is obsolete, use
|
|
* clutter_container_get_children() instead.
|
|
*/
|
|
GList*
|
|
clutter_group_get_children (ClutterGroup *self)
|
|
{
|
|
return clutter_container_get_children (CLUTTER_CONTAINER (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_group_get_n_children:
|
|
* @self: A #ClutterGroup
|
|
*
|
|
* Gets the number of actors held in the group.
|
|
*
|
|
* Return value: The number of child actors held in the group.
|
|
*
|
|
* Since: 0.2
|
|
**/
|
|
gint
|
|
clutter_group_get_n_children (ClutterGroup *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_GROUP (self), 0);
|
|
|
|
return g_list_length (self->priv->children);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_get_nth_child:
|
|
* @self: A #ClutterGroup
|
|
* @index_: the position of the requested actor.
|
|
*
|
|
* Gets a groups child held at @index_ in stack.
|
|
*
|
|
* Return value: A Clutter actor or NULL if @index_ is invalid.
|
|
*
|
|
* Since: 0.2
|
|
**/
|
|
ClutterActor *
|
|
clutter_group_get_nth_child (ClutterGroup *self,
|
|
gint index_)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
|
|
|
|
return g_list_nth_data (self->priv->children, index_);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_raise:
|
|
* @self: a #ClutterGroup
|
|
* @actor: a #ClutterActor
|
|
* @sibling: a #ClutterActor
|
|
*
|
|
* Raises @actor to @sibling level in the depth ordering.
|
|
*
|
|
* Deprecated: 0.6: Use clutter_container_raise_child() instead.
|
|
*/
|
|
void
|
|
clutter_group_raise (ClutterGroup *self,
|
|
ClutterActor *actor,
|
|
ClutterActor *sibling)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_GROUP (self));
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
|
|
g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
|
|
|
|
if (actor == sibling)
|
|
return;
|
|
|
|
clutter_container_raise_child (CLUTTER_CONTAINER (self), actor, sibling);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_lower:
|
|
* @self: a #ClutterGroup
|
|
* @actor: a #ClutterActor
|
|
* @sibling: a #ClutterActor
|
|
*
|
|
* Lowers @actor to @sibling level in the depth ordering.
|
|
*
|
|
* Deprecated: 0.6: Use clutter_container_lower_child() instead
|
|
*/
|
|
void
|
|
clutter_group_lower (ClutterGroup *self,
|
|
ClutterActor *actor,
|
|
ClutterActor *sibling)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_GROUP (self));
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
|
|
g_return_if_fail (sibling == NULL || CLUTTER_IS_ACTOR (sibling));
|
|
|
|
if (actor == sibling)
|
|
return;
|
|
|
|
clutter_container_lower_child (CLUTTER_CONTAINER (self), actor, sibling);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_sort_depth_order:
|
|
* @self: A #ClutterGroup
|
|
*
|
|
* Sorts a #ClutterGroup's children by their depth value.
|
|
* This function should not be used by applications.
|
|
*
|
|
* Deprecated: 0.6: Use clutter_container_sort_depth_order() instead.
|
|
*/
|
|
void
|
|
clutter_group_sort_depth_order (ClutterGroup *self)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_GROUP (self));
|
|
|
|
clutter_container_sort_depth_order (CLUTTER_CONTAINER (self));
|
|
}
|