mutter/clutter/clutter-actor.h
Emmanuele Bassi bf9a71ae23 actor: Allow binding an actor to a GListModel
It can be useful to bind the children list to set of objects inside a
GListModel implementation; the GListModel stores the objects, and every
time the model changes, a function is called that maps each object in
the model to a newly created ClutterActor, which is then added as a
child. This API, along with the property binding one inside GObject,
allows automatic creation of views based on object models that update
themselves without manual intervention.
2015-07-07 16:03:31 +01:00

884 lines
57 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
* Copyright (C) 2009, 2010 Intel Corp
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <clutter/clutter.h> can be included directly."
#endif
#ifndef __CLUTTER_ACTOR_H__
#define __CLUTTER_ACTOR_H__
/* clutter-actor.h */
#include <gio/gio.h>
#include <pango/pango.h>
#include <atk/atk.h>
#include <cogl/cogl.h>
#include <clutter/clutter-types.h>
#include <clutter/clutter-event.h>
G_BEGIN_DECLS
#define CLUTTER_TYPE_ACTOR (clutter_actor_get_type ())
#define CLUTTER_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_ACTOR, ClutterActor))
#define CLUTTER_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_ACTOR, ClutterActorClass))
#define CLUTTER_IS_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_ACTOR))
#define CLUTTER_IS_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_ACTOR))
#define CLUTTER_ACTOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_ACTOR, ClutterActorClass))
/**
* CLUTTER_ACTOR_SET_FLAGS:
* @a: a #ClutterActor
* @f: the #ClutterActorFlags to set
*
* Sets the given flags on a #ClutterActor
*
* Deprecated: 1.24: Changing flags directly is heavily discouraged in
* newly written code. #ClutterActor will take care of setting the
* internal state.
*/
#define CLUTTER_ACTOR_SET_FLAGS(a,f) (((ClutterActor*)(a))->flags |= (f))
/**
* CLUTTER_ACTOR_UNSET_FLAGS:
* @a: a #ClutterActor
* @f: the #ClutterActorFlags to unset
*
* Unsets the given flags on a #ClutterActor
*
* Deprecated: 1.24: Changing flags directly is heavily discouraged in
* newly written code. #ClutterActor will take care of unsetting the
* internal state.
*/
#define CLUTTER_ACTOR_UNSET_FLAGS(a,f) (((ClutterActor*)(a))->flags &= ~(f))
#define CLUTTER_ACTOR_IS_MAPPED(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_MAPPED) != FALSE)
#define CLUTTER_ACTOR_IS_REALIZED(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_REALIZED) != FALSE)
#define CLUTTER_ACTOR_IS_VISIBLE(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_VISIBLE) != FALSE)
#define CLUTTER_ACTOR_IS_REACTIVE(a) ((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_REACTIVE) != FALSE)
typedef struct _ClutterActorClass ClutterActorClass;
typedef struct _ClutterActorPrivate ClutterActorPrivate;
/**
* ClutterCallback:
* @actor: a #ClutterActor
* @data: (closure): user data
*
* Generic callback
*/
typedef void (*ClutterCallback) (ClutterActor *actor,
gpointer data);
/**
* CLUTTER_CALLBACK:
* @f: a function
*
* Convenience macro to cast a function to #ClutterCallback
*/
#define CLUTTER_CALLBACK(f) ((ClutterCallback) (f))
/**
* ClutterActor:
* @flags: #ClutterActorFlags
*
* Base class for actors.
*/
struct _ClutterActor
{
/*< private >*/
GInitiallyUnowned parent_instance;
/*< public >*/
guint32 flags;
/*< private >*/
guint32 private_flags;
ClutterActorPrivate *priv;
};
/**
* ClutterActorClass:
* @show: signal class handler for #ClutterActor::show; it must chain
* up to the parent's implementation
* @show_all: virtual function for containers and composite actors, to
* determine which children should be shown when calling
* clutter_actor_show_all() on the actor. Defaults to calling
* clutter_actor_show(). This virtual function is deprecated and it
* should not be overridden.
* @hide: signal class handler for #ClutterActor::hide; it must chain
* up to the parent's implementation
* @hide_all: virtual function for containers and composite actors, to
* determine which children should be shown when calling
* clutter_actor_hide_all() on the actor. Defaults to calling
* clutter_actor_hide(). This virtual function is deprecated and it
* should not be overridden.
* @realize: virtual function, used to allocate resources for the actor;
* it should chain up to the parent's implementation. This virtual
* function is deprecated and should not be overridden in newly
* written code.
* @unrealize: virtual function, used to deallocate resources allocated
* in ::realize; it should chain up to the parent's implementation. This
* function is deprecated and should not be overridden in newly
* written code.
* @map: virtual function for containers and composite actors, to
* map their children; it must chain up to the parent's implementation.
* Overriding this function is optional.
* @unmap: virtual function for containers and composite actors, to
* unmap their children; it must chain up to the parent's implementation.
* Overriding this function is optional.
* @paint: virtual function, used to paint the actor
* @get_preferred_width: virtual function, used when querying the minimum
* and natural widths of an actor for a given height; it is used by
* clutter_actor_get_preferred_width()
* @get_preferred_height: virtual function, used when querying the minimum
* and natural heights of an actor for a given width; it is used by
* clutter_actor_get_preferred_height()
* @allocate: virtual function, used when settings the coordinates of an
* actor; it is used by clutter_actor_allocate(); it must chain up to
* the parent's implementation, or call clutter_actor_set_allocation()
* @apply_transform: virtual function, used when applying the transformations
* to an actor before painting it or when transforming coordinates or
* the allocation; it must chain up to the parent's implementation
* @parent_set: signal class handler for the #ClutterActor::parent-set
* @destroy: signal class handler for #ClutterActor::destroy. It must
* chain up to the parent's implementation
* @pick: virtual function, used to draw an outline of the actor with
* the given color
* @queue_redraw: class handler for #ClutterActor::queue-redraw
* @event: class handler for #ClutterActor::event
* @button_press_event: class handler for #ClutterActor::button-press-event
* @button_release_event: class handler for
* #ClutterActor::button-release-event
* @scroll_event: signal class closure for #ClutterActor::scroll-event
* @key_press_event: signal class closure for #ClutterActor::key-press-event
* @key_release_event: signal class closure for
* #ClutterActor::key-release-event
* @motion_event: signal class closure for #ClutterActor::motion-event
* @enter_event: signal class closure for #ClutterActor::enter-event
* @leave_event: signal class closure for #ClutterActor::leave-event
* @captured_event: signal class closure for #ClutterActor::captured-event
* @key_focus_in: signal class closure for #ClutterActor::key-focus-in
* @key_focus_out: signal class closure for #ClutterActor::key-focus-out
* @queue_relayout: class handler for #ClutterActor::queue-relayout
* @get_accessible: virtual function, returns the accessible object that
* describes the actor to an assistive technology.
* @get_paint_volume: virtual function, for sub-classes to define their
* #ClutterPaintVolume
* @has_overlaps: virtual function for
* sub-classes to advertise whether they need an offscreen redirect
* to get the correct opacity. See
* clutter_actor_set_offscreen_redirect() for details.
* @paint_node: virtual function for creating paint nodes and attaching
* them to the render tree
* @touch_event: signal class closure for #ClutterActor::touch-event
*
* Base class for actors.
*/
struct _ClutterActorClass
{
/*< private >*/
GInitiallyUnownedClass parent_class;
/*< public >*/
void (* show) (ClutterActor *self);
void (* show_all) (ClutterActor *self);
void (* hide) (ClutterActor *self);
void (* hide_all) (ClutterActor *self);
void (* realize) (ClutterActor *self);
void (* unrealize) (ClutterActor *self);
void (* map) (ClutterActor *self);
void (* unmap) (ClutterActor *self);
void (* paint) (ClutterActor *self);
void (* parent_set) (ClutterActor *actor,
ClutterActor *old_parent);
void (* destroy) (ClutterActor *self);
void (* pick) (ClutterActor *actor,
const ClutterColor *color);
void (* queue_redraw) (ClutterActor *actor,
ClutterActor *leaf_that_queued);
/* size negotiation */
void (* get_preferred_width) (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p);
void (* get_preferred_height) (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p);
void (* allocate) (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags);
/* transformations */
void (* apply_transform) (ClutterActor *actor,
ClutterMatrix *matrix);
/* event signals */
gboolean (* event) (ClutterActor *actor,
ClutterEvent *event);
gboolean (* button_press_event) (ClutterActor *actor,
ClutterButtonEvent *event);
gboolean (* button_release_event) (ClutterActor *actor,
ClutterButtonEvent *event);
gboolean (* scroll_event) (ClutterActor *actor,
ClutterScrollEvent *event);
gboolean (* key_press_event) (ClutterActor *actor,
ClutterKeyEvent *event);
gboolean (* key_release_event) (ClutterActor *actor,
ClutterKeyEvent *event);
gboolean (* motion_event) (ClutterActor *actor,
ClutterMotionEvent *event);
gboolean (* enter_event) (ClutterActor *actor,
ClutterCrossingEvent *event);
gboolean (* leave_event) (ClutterActor *actor,
ClutterCrossingEvent *event);
gboolean (* captured_event) (ClutterActor *actor,
ClutterEvent *event);
void (* key_focus_in) (ClutterActor *actor);
void (* key_focus_out) (ClutterActor *actor);
void (* queue_relayout) (ClutterActor *self);
/* accessibility support */
AtkObject * (* get_accessible) (ClutterActor *self);
gboolean (* get_paint_volume) (ClutterActor *actor,
ClutterPaintVolume *volume);
gboolean (* has_overlaps) (ClutterActor *self);
void (* paint_node) (ClutterActor *self,
ClutterPaintNode *root);
gboolean (* touch_event) (ClutterActor *self,
ClutterTouchEvent *event);
/*< private >*/
/* padding for future expansion */
gpointer _padding_dummy[26];
};
/**
* ClutterActorIter:
*
* An iterator structure that allows to efficiently iterate over a
* section of the scene graph.
*
* The contents of the #ClutterActorIter structure
* are private and should only be accessed using the provided API.
*
* Since: 1.10
*/
struct _ClutterActorIter
{
/*< private >*/
gpointer CLUTTER_PRIVATE_FIELD (dummy1);
gpointer CLUTTER_PRIVATE_FIELD (dummy2);
gpointer CLUTTER_PRIVATE_FIELD (dummy3);
gint CLUTTER_PRIVATE_FIELD (dummy4);
gpointer CLUTTER_PRIVATE_FIELD (dummy5);
};
CLUTTER_AVAILABLE_IN_ALL
GType clutter_actor_get_type (void) G_GNUC_CONST;
CLUTTER_AVAILABLE_IN_1_10
ClutterActor * clutter_actor_new (void);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_flags (ClutterActor *self,
ClutterActorFlags flags);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_unset_flags (ClutterActor *self,
ClutterActorFlags flags);
CLUTTER_AVAILABLE_IN_ALL
ClutterActorFlags clutter_actor_get_flags (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_show (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_hide (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_realize (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_unrealize (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_map (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_unmap (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_paint (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_continue_paint (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_queue_redraw (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_queue_redraw_with_clip (ClutterActor *self,
const cairo_rectangle_int_t *clip);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_queue_relayout (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_destroy (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_name (ClutterActor *self,
const gchar *name);
CLUTTER_AVAILABLE_IN_ALL
const gchar * clutter_actor_get_name (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
AtkObject * clutter_actor_get_accessible (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_24
gboolean clutter_actor_is_visible (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_24
gboolean clutter_actor_is_mapped (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_24
gboolean clutter_actor_is_realized (ClutterActor *self);
/* Size negotiation */
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_request_mode (ClutterActor *self,
ClutterRequestMode mode);
CLUTTER_AVAILABLE_IN_ALL
ClutterRequestMode clutter_actor_get_request_mode (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_preferred_size (ClutterActor *self,
gfloat *min_width_p,
gfloat *min_height_p,
gfloat *natural_width_p,
gfloat *natural_height_p);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_allocate (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_allocate_preferred_size (ClutterActor *self,
ClutterAllocationFlags flags);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_allocate_available_size (ClutterActor *self,
gfloat x,
gfloat y,
gfloat available_width,
gfloat available_height,
ClutterAllocationFlags flags);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_allocate_align_fill (ClutterActor *self,
const ClutterActorBox *box,
gdouble x_align,
gdouble y_align,
gboolean x_fill,
gboolean y_fill,
ClutterAllocationFlags flags);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_allocation (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_allocation_box (ClutterActor *self,
ClutterActorBox *box);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_allocation_vertices (ClutterActor *self,
ClutterActor *ancestor,
ClutterVertex verts[]);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_has_allocation (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_size (ClutterActor *self,
gfloat width,
gfloat height);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_size (ClutterActor *self,
gfloat *width,
gfloat *height);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_position (ClutterActor *self,
gfloat x,
gfloat y);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_position (ClutterActor *self,
gfloat *x,
gfloat *y);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_get_fixed_position_set (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_fixed_position_set (ClutterActor *self,
gboolean is_set);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_move_by (ClutterActor *self,
gfloat dx,
gfloat dy);
/* Actor geometry */
CLUTTER_AVAILABLE_IN_ALL
gfloat clutter_actor_get_width (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gfloat clutter_actor_get_height (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_width (ClutterActor *self,
gfloat width);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_height (ClutterActor *self,
gfloat height);
CLUTTER_AVAILABLE_IN_ALL
gfloat clutter_actor_get_x (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gfloat clutter_actor_get_y (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_x (ClutterActor *self,
gfloat x);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_y (ClutterActor *self,
gfloat y);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_z_position (ClutterActor *self,
gfloat z_position);
CLUTTER_AVAILABLE_IN_1_12
gfloat clutter_actor_get_z_position (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_layout_manager (ClutterActor *self,
ClutterLayoutManager *manager);
CLUTTER_AVAILABLE_IN_1_10
ClutterLayoutManager * clutter_actor_get_layout_manager (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_x_align (ClutterActor *self,
ClutterActorAlign x_align);
CLUTTER_AVAILABLE_IN_1_10
ClutterActorAlign clutter_actor_get_x_align (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_y_align (ClutterActor *self,
ClutterActorAlign y_align);
CLUTTER_AVAILABLE_IN_1_10
ClutterActorAlign clutter_actor_get_y_align (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_margin_top (ClutterActor *self,
gfloat margin);
CLUTTER_AVAILABLE_IN_1_10
gfloat clutter_actor_get_margin_top (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_margin_bottom (ClutterActor *self,
gfloat margin);
CLUTTER_AVAILABLE_IN_1_10
gfloat clutter_actor_get_margin_bottom (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_margin_left (ClutterActor *self,
gfloat margin);
CLUTTER_AVAILABLE_IN_1_10
gfloat clutter_actor_get_margin_left (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_margin_right (ClutterActor *self,
gfloat margin);
CLUTTER_AVAILABLE_IN_1_10
gfloat clutter_actor_get_margin_right (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_margin (ClutterActor *self,
const ClutterMargin *margin);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_get_margin (ClutterActor *self,
ClutterMargin *margin);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_x_expand (ClutterActor *self,
gboolean expand);
CLUTTER_AVAILABLE_IN_1_12
gboolean clutter_actor_get_x_expand (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_y_expand (ClutterActor *self,
gboolean expand);
CLUTTER_AVAILABLE_IN_1_12
gboolean clutter_actor_get_y_expand (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_12
gboolean clutter_actor_needs_expand (ClutterActor *self,
ClutterOrientation orientation);
/* Paint */
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_clip (ClutterActor *self,
gfloat xoff,
gfloat yoff,
gfloat width,
gfloat height);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_remove_clip (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_has_clip (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_clip (ClutterActor *self,
gfloat *xoff,
gfloat *yoff,
gfloat *width,
gfloat *height);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_clip_to_allocation (ClutterActor *self,
gboolean clip_set);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_get_clip_to_allocation (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_opacity (ClutterActor *self,
guint8 opacity);
CLUTTER_AVAILABLE_IN_ALL
guint8 clutter_actor_get_opacity (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
guint8 clutter_actor_get_paint_opacity (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_get_paint_visibility (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_8
void clutter_actor_set_offscreen_redirect (ClutterActor *self,
ClutterOffscreenRedirect redirect);
CLUTTER_AVAILABLE_IN_1_8
ClutterOffscreenRedirect clutter_actor_get_offscreen_redirect (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_should_pick_paint (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_is_in_clone_paint (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_get_paint_box (ClutterActor *self,
ClutterActorBox *box);
CLUTTER_AVAILABLE_IN_1_8
gboolean clutter_actor_has_overlaps (ClutterActor *self);
/* Content */
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_content (ClutterActor *self,
ClutterContent *content);
CLUTTER_AVAILABLE_IN_1_10
ClutterContent * clutter_actor_get_content (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_content_gravity (ClutterActor *self,
ClutterContentGravity gravity);
CLUTTER_AVAILABLE_IN_1_10
ClutterContentGravity clutter_actor_get_content_gravity (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_content_scaling_filters (ClutterActor *self,
ClutterScalingFilter min_filter,
ClutterScalingFilter mag_filter);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_get_content_scaling_filters (ClutterActor *self,
ClutterScalingFilter *min_filter,
ClutterScalingFilter *mag_filter);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_content_repeat (ClutterActor *self,
ClutterContentRepeat repeat);
CLUTTER_AVAILABLE_IN_1_12
ClutterContentRepeat clutter_actor_get_content_repeat (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_get_content_box (ClutterActor *self,
ClutterActorBox *box);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_background_color (ClutterActor *self,
const ClutterColor *color);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_get_background_color (ClutterActor *self,
ClutterColor *color);
CLUTTER_AVAILABLE_IN_1_6
const ClutterPaintVolume * clutter_actor_get_paint_volume (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_6
const ClutterPaintVolume * clutter_actor_get_transformed_paint_volume (ClutterActor *self,
ClutterActor *relative_to_ancestor);
CLUTTER_AVAILABLE_IN_1_10
const ClutterPaintVolume * clutter_actor_get_default_paint_volume (ClutterActor *self);
/* Events */
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_reactive (ClutterActor *actor,
gboolean reactive);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_get_reactive (ClutterActor *actor);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_has_key_focus (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_grab_key_focus (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_event (ClutterActor *actor,
const ClutterEvent *event,
gboolean capture);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_has_pointer (ClutterActor *self);
/* Text */
CLUTTER_AVAILABLE_IN_ALL
PangoContext * clutter_actor_get_pango_context (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
PangoContext * clutter_actor_create_pango_context (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
PangoLayout * clutter_actor_create_pango_layout (ClutterActor *self,
const gchar *text);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_text_direction (ClutterActor *self,
ClutterTextDirection text_dir);
CLUTTER_AVAILABLE_IN_ALL
ClutterTextDirection clutter_actor_get_text_direction (ClutterActor *self);
/* Actor hierarchy */
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_add_child (ClutterActor *self,
ClutterActor *child);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_insert_child_at_index (ClutterActor *self,
ClutterActor *child,
gint index_);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_insert_child_above (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_insert_child_below (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_replace_child (ClutterActor *self,
ClutterActor *old_child,
ClutterActor *new_child);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_remove_child (ClutterActor *self,
ClutterActor *child);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_remove_all_children (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_destroy_all_children (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
GList * clutter_actor_get_children (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
gint clutter_actor_get_n_children (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
ClutterActor * clutter_actor_get_child_at_index (ClutterActor *self,
gint index_);
CLUTTER_AVAILABLE_IN_1_10
ClutterActor * clutter_actor_get_previous_sibling (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
ClutterActor * clutter_actor_get_next_sibling (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
ClutterActor * clutter_actor_get_first_child (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
ClutterActor * clutter_actor_get_last_child (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
ClutterActor * clutter_actor_get_parent (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_4
gboolean clutter_actor_contains (ClutterActor *self,
ClutterActor *descendant);
CLUTTER_AVAILABLE_IN_ALL
ClutterActor* clutter_actor_get_stage (ClutterActor *actor);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_child_below_sibling (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_child_above_sibling (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_child_at_index (ClutterActor *self,
ClutterActor *child,
gint index_);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_iter_init (ClutterActorIter *iter,
ClutterActor *root);
CLUTTER_AVAILABLE_IN_1_10
gboolean clutter_actor_iter_next (ClutterActorIter *iter,
ClutterActor **child);
CLUTTER_AVAILABLE_IN_1_10
gboolean clutter_actor_iter_prev (ClutterActorIter *iter,
ClutterActor **child);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_iter_remove (ClutterActorIter *iter);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_iter_destroy (ClutterActorIter *iter);
CLUTTER_AVAILABLE_IN_1_12
gboolean clutter_actor_iter_is_valid (const ClutterActorIter *iter);
/* Transformations */
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_is_rotated (ClutterActor *self);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_is_scaled (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_pivot_point (ClutterActor *self,
gfloat pivot_x,
gfloat pivot_y);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_get_pivot_point (ClutterActor *self,
gfloat *pivot_x,
gfloat *pivot_y);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_pivot_point_z (ClutterActor *self,
gfloat pivot_z);
CLUTTER_AVAILABLE_IN_1_12
gfloat clutter_actor_get_pivot_point_z (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_rotation_angle (ClutterActor *self,
ClutterRotateAxis axis,
gdouble angle);
CLUTTER_AVAILABLE_IN_1_12
gdouble clutter_actor_get_rotation_angle (ClutterActor *self,
ClutterRotateAxis axis);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_set_scale (ClutterActor *self,
gdouble scale_x,
gdouble scale_y);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_scale (ClutterActor *self,
gdouble *scale_x,
gdouble *scale_y);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_scale_z (ClutterActor *self,
gdouble scale_z);
CLUTTER_AVAILABLE_IN_1_12
gdouble clutter_actor_get_scale_z (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_translation (ClutterActor *self,
gfloat translate_x,
gfloat translate_y,
gfloat translate_z);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_get_translation (ClutterActor *self,
gfloat *translate_x,
gfloat *translate_y,
gfloat *translate_z);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_transform (ClutterActor *self,
const ClutterMatrix *transform);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_get_transform (ClutterActor *self,
ClutterMatrix *transform);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_set_child_transform (ClutterActor *self,
const ClutterMatrix *transform);
CLUTTER_AVAILABLE_IN_1_12
void clutter_actor_get_child_transform (ClutterActor *self,
ClutterMatrix *transform);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_transformed_position (ClutterActor *self,
gfloat *x,
gfloat *y);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_transformed_size (ClutterActor *self,
gfloat *width,
gfloat *height);
CLUTTER_AVAILABLE_IN_ALL
gboolean clutter_actor_transform_stage_point (ClutterActor *self,
gfloat x,
gfloat y,
gfloat *x_out,
gfloat *y_out);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
ClutterVertex verts[]);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_apply_transform_to_point (ClutterActor *self,
const ClutterVertex *point,
ClutterVertex *vertex);
CLUTTER_AVAILABLE_IN_ALL
void clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
ClutterActor *ancestor,
const ClutterVertex *point,
ClutterVertex *vertex);
/* Implicit animations */
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_save_easing_state (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_restore_easing_state (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_easing_mode (ClutterActor *self,
ClutterAnimationMode mode);
CLUTTER_AVAILABLE_IN_1_10
ClutterAnimationMode clutter_actor_get_easing_mode (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_easing_duration (ClutterActor *self,
guint msecs);
CLUTTER_AVAILABLE_IN_1_10
guint clutter_actor_get_easing_duration (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_set_easing_delay (ClutterActor *self,
guint msecs);
CLUTTER_AVAILABLE_IN_1_10
guint clutter_actor_get_easing_delay (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_10
ClutterTransition * clutter_actor_get_transition (ClutterActor *self,
const char *name);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_add_transition (ClutterActor *self,
const char *name,
ClutterTransition *transition);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_remove_transition (ClutterActor *self,
const char *name);
CLUTTER_AVAILABLE_IN_1_10
void clutter_actor_remove_all_transitions (ClutterActor *self);
/* Experimental API */
#ifdef CLUTTER_ENABLE_EXPERIMENTAL_API
CLUTTER_AVAILABLE_IN_1_16
gboolean clutter_actor_has_mapped_clones (ClutterActor *self);
CLUTTER_AVAILABLE_IN_1_22
void clutter_actor_set_opacity_override (ClutterActor *self,
gint opacity);
CLUTTER_AVAILABLE_IN_1_22
gint clutter_actor_get_opacity_override (ClutterActor *self);
#endif
/**
* ClutterActorCreateChildFunc:
* @item: (type GObject): the item in the model
* @user_data: Data passed to clutter_actor_bind_model()
*
* Creates a #ClutterActor using the @item in the model.
*
* The usual way to implement this function is to create a #ClutterActor
* instance and then bind the #GObject properties to the actor properties
* of interest, using g_object_bind_property(). This way, when the @item
* in the #GListModel changes, the #ClutterActor changes as well.
*
* Returns: (transfer full): The newly created child #ClutterActor
*
* Since: 1.24
*/
typedef ClutterActor * (* ClutterActorCreateChildFunc) (gpointer item,
gpointer user_data);
CLUTTER_AVAILABLE_IN_1_24
void clutter_actor_bind_model (ClutterActor *self,
GListModel *model,
ClutterActorCreateChildFunc create_child_func,
gpointer user_data,
GDestroyNotify notify);
G_END_DECLS
#endif /* __CLUTTER_ACTOR_H__ */