mutter/clutter/clutter/clutter-actor.h
Daniel van Vugt 14c706e51b clutter: Introduce geometric picking
Currently, Clutter does picking by drawing with Cogl and reading
the pixel that's beneath the given point. Since Cogl has a journal
that records drawing operations, and has optimizations to read a
single pixel from a list of rectangle, it would be expected that
we would hit this fast path and not flush the journal while picking.

However, that's not the case: dithering, clipping with scissors, etc,
can all flush the journal, issuing commands to the GPU and making
picking slow. On NVidia-based systems, this glReadPixels() call is
extremely costly.

Introduce geometric picking, and avoid using the Cogl journal entirely.
Do this by introducing a stack of actors in ClutterStage. This stack
is cached, but for now, don't use the cache as much as possible.

The picking routines are still tied to painting.

When projecting the actor vertexes, do it manually and take the modelview
matrix of the framebuffer into account as well.

CPU usage on an Intel i7-7700, tested with two different GPUs/drivers:

  |         |     Intel | Nvidia |
  | ------: | --------: | -----: |
  | Moving the mouse:            |
  | Before  |       10% |    10% |
  | After   |        6% |     6% |
  | Moving a window:             |
  | Before  |       23% |    81% |
  | After   |       19% |    40% |

Closes: https://gitlab.gnome.org/GNOME/mutter/issues/154,
        https://gitlab.gnome.org/GNOME/mutter/issues/691

Helps significantly with: https://gitlab.gnome.org/GNOME/mutter/issues/283,
                          https://gitlab.gnome.org/GNOME/mutter/issues/590,
                          https://gitlab.gnome.org/GNOME/mutter/issues/700

v2: Fix code style issues
    Simplify quadrilateral checks
    Remove the 0.5f hack
    Differentiate axis-aligned rectangles

https://gitlab.gnome.org/GNOME/mutter/merge_requests/189
2019-09-02 16:41:13 +00:00

912 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/>.
*/
#ifndef __CLUTTER_ACTOR_H__
#define __CLUTTER_ACTOR_H__
#if !defined(__CLUTTER_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only <clutter/clutter.h> can be included directly."
#endif
/* 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) \
CLUTTER_MACRO_DEPRECATED \
(((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) \
CLUTTER_MACRO_DEPRECATED \
(((ClutterActor*)(a))->flags &= ~(f))
#define CLUTTER_ACTOR_IS_MAPPED(a) \
CLUTTER_MACRO_DEPRECATED_FOR ("Deprecated macro. Use clutter_actor_is_mapped instead") \
((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_MAPPED) != FALSE)
#define CLUTTER_ACTOR_IS_REALIZED(a) \
CLUTTER_MACRO_DEPRECATED_FOR ("Deprecated macro. Use clutter_actor_is_realized instead") \
((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_REALIZED) != FALSE)
#define CLUTTER_ACTOR_IS_VISIBLE(a) \
CLUTTER_MACRO_DEPRECATED_FOR ("Deprecated macro. Use clutter_actor_is_visible instead") \
((((ClutterActor*)(a))->flags & CLUTTER_ACTOR_VISIBLE) != FALSE)
#define CLUTTER_ACTOR_IS_REACTIVE(a) \
CLUTTER_MACRO_DEPRECATED_FOR ("Deprecated macro. Use clutter_actor_get_reactive instead") \
((((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);
gboolean (* queue_redraw) (ClutterActor *actor,
ClutterActor *leaf_that_queued,
ClutterPaintVolume *paint_volume);
/* 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_EXPORT
GType clutter_actor_get_type (void) G_GNUC_CONST;
CLUTTER_EXPORT
ClutterActor * clutter_actor_new (void);
CLUTTER_EXPORT
void clutter_actor_set_flags (ClutterActor *self,
ClutterActorFlags flags);
CLUTTER_EXPORT
void clutter_actor_unset_flags (ClutterActor *self,
ClutterActorFlags flags);
CLUTTER_EXPORT
ClutterActorFlags clutter_actor_get_flags (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_show (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_hide (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_realize (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_unrealize (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_map (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_unmap (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_paint (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_continue_paint (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_queue_redraw (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_queue_redraw_with_clip (ClutterActor *self,
const cairo_rectangle_int_t *clip);
CLUTTER_EXPORT
void clutter_actor_queue_relayout (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_destroy (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_name (ClutterActor *self,
const gchar *name);
CLUTTER_EXPORT
const gchar * clutter_actor_get_name (ClutterActor *self);
CLUTTER_EXPORT
AtkObject * clutter_actor_get_accessible (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_is_visible (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_is_mapped (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_is_realized (ClutterActor *self);
/* Size negotiation */
CLUTTER_EXPORT
void clutter_actor_set_request_mode (ClutterActor *self,
ClutterRequestMode mode);
CLUTTER_EXPORT
ClutterRequestMode clutter_actor_get_request_mode (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_get_preferred_width (ClutterActor *self,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p);
CLUTTER_EXPORT
void clutter_actor_get_preferred_height (ClutterActor *self,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p);
CLUTTER_EXPORT
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_EXPORT
void clutter_actor_allocate (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags);
CLUTTER_EXPORT
void clutter_actor_allocate_preferred_size (ClutterActor *self,
ClutterAllocationFlags flags);
CLUTTER_EXPORT
void clutter_actor_allocate_available_size (ClutterActor *self,
gfloat x,
gfloat y,
gfloat available_width,
gfloat available_height,
ClutterAllocationFlags flags);
CLUTTER_EXPORT
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_EXPORT
void clutter_actor_set_allocation (ClutterActor *self,
const ClutterActorBox *box,
ClutterAllocationFlags flags);
CLUTTER_EXPORT
void clutter_actor_get_allocation_box (ClutterActor *self,
ClutterActorBox *box);
CLUTTER_EXPORT
void clutter_actor_get_allocation_vertices (ClutterActor *self,
ClutterActor *ancestor,
ClutterVertex verts[]);
CLUTTER_EXPORT
gboolean clutter_actor_has_allocation (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_size (ClutterActor *self,
gfloat width,
gfloat height);
CLUTTER_EXPORT
void clutter_actor_get_size (ClutterActor *self,
gfloat *width,
gfloat *height);
CLUTTER_EXPORT
void clutter_actor_set_position (ClutterActor *self,
gfloat x,
gfloat y);
CLUTTER_EXPORT
void clutter_actor_get_position (ClutterActor *self,
gfloat *x,
gfloat *y);
CLUTTER_EXPORT
gboolean clutter_actor_get_fixed_position_set (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_fixed_position_set (ClutterActor *self,
gboolean is_set);
CLUTTER_EXPORT
void clutter_actor_move_by (ClutterActor *self,
gfloat dx,
gfloat dy);
/* Actor geometry */
CLUTTER_EXPORT
gfloat clutter_actor_get_width (ClutterActor *self);
CLUTTER_EXPORT
gfloat clutter_actor_get_height (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_width (ClutterActor *self,
gfloat width);
CLUTTER_EXPORT
void clutter_actor_set_height (ClutterActor *self,
gfloat height);
CLUTTER_EXPORT
gfloat clutter_actor_get_x (ClutterActor *self);
CLUTTER_EXPORT
gfloat clutter_actor_get_y (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_x (ClutterActor *self,
gfloat x);
CLUTTER_EXPORT
void clutter_actor_set_y (ClutterActor *self,
gfloat y);
CLUTTER_EXPORT
void clutter_actor_set_z_position (ClutterActor *self,
gfloat z_position);
CLUTTER_EXPORT
gfloat clutter_actor_get_z_position (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_layout_manager (ClutterActor *self,
ClutterLayoutManager *manager);
CLUTTER_EXPORT
ClutterLayoutManager * clutter_actor_get_layout_manager (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_x_align (ClutterActor *self,
ClutterActorAlign x_align);
CLUTTER_EXPORT
ClutterActorAlign clutter_actor_get_x_align (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_y_align (ClutterActor *self,
ClutterActorAlign y_align);
CLUTTER_EXPORT
ClutterActorAlign clutter_actor_get_y_align (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_margin_top (ClutterActor *self,
gfloat margin);
CLUTTER_EXPORT
gfloat clutter_actor_get_margin_top (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_margin_bottom (ClutterActor *self,
gfloat margin);
CLUTTER_EXPORT
gfloat clutter_actor_get_margin_bottom (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_margin_left (ClutterActor *self,
gfloat margin);
CLUTTER_EXPORT
gfloat clutter_actor_get_margin_left (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_margin_right (ClutterActor *self,
gfloat margin);
CLUTTER_EXPORT
gfloat clutter_actor_get_margin_right (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_margin (ClutterActor *self,
const ClutterMargin *margin);
CLUTTER_EXPORT
void clutter_actor_get_margin (ClutterActor *self,
ClutterMargin *margin);
CLUTTER_EXPORT
void clutter_actor_set_x_expand (ClutterActor *self,
gboolean expand);
CLUTTER_EXPORT
gboolean clutter_actor_get_x_expand (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_y_expand (ClutterActor *self,
gboolean expand);
CLUTTER_EXPORT
gboolean clutter_actor_get_y_expand (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_needs_expand (ClutterActor *self,
ClutterOrientation orientation);
/* Paint */
CLUTTER_EXPORT
void clutter_actor_set_clip (ClutterActor *self,
gfloat xoff,
gfloat yoff,
gfloat width,
gfloat height);
CLUTTER_EXPORT
void clutter_actor_remove_clip (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_has_clip (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_get_clip (ClutterActor *self,
gfloat *xoff,
gfloat *yoff,
gfloat *width,
gfloat *height);
CLUTTER_EXPORT
void clutter_actor_set_clip_to_allocation (ClutterActor *self,
gboolean clip_set);
CLUTTER_EXPORT
gboolean clutter_actor_get_clip_to_allocation (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_opacity (ClutterActor *self,
guint8 opacity);
CLUTTER_EXPORT
guint8 clutter_actor_get_opacity (ClutterActor *self);
CLUTTER_EXPORT
guint8 clutter_actor_get_paint_opacity (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_get_paint_visibility (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_offscreen_redirect (ClutterActor *self,
ClutterOffscreenRedirect redirect);
CLUTTER_EXPORT
ClutterOffscreenRedirect clutter_actor_get_offscreen_redirect (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_should_pick_paint (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_is_in_clone_paint (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_get_paint_box (ClutterActor *self,
ClutterActorBox *box);
CLUTTER_EXPORT
gboolean clutter_actor_get_resource_scale (ClutterActor *self,
gfloat *resource_scale);
CLUTTER_EXPORT
gboolean clutter_actor_has_overlaps (ClutterActor *self);
/* Content */
CLUTTER_EXPORT
void clutter_actor_set_content (ClutterActor *self,
ClutterContent *content);
CLUTTER_EXPORT
ClutterContent * clutter_actor_get_content (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_content_gravity (ClutterActor *self,
ClutterContentGravity gravity);
CLUTTER_EXPORT
ClutterContentGravity clutter_actor_get_content_gravity (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_content_scaling_filters (ClutterActor *self,
ClutterScalingFilter min_filter,
ClutterScalingFilter mag_filter);
CLUTTER_EXPORT
void clutter_actor_get_content_scaling_filters (ClutterActor *self,
ClutterScalingFilter *min_filter,
ClutterScalingFilter *mag_filter);
CLUTTER_EXPORT
void clutter_actor_set_content_repeat (ClutterActor *self,
ClutterContentRepeat repeat);
CLUTTER_EXPORT
ClutterContentRepeat clutter_actor_get_content_repeat (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_get_content_box (ClutterActor *self,
ClutterActorBox *box);
CLUTTER_EXPORT
void clutter_actor_set_background_color (ClutterActor *self,
const ClutterColor *color);
CLUTTER_EXPORT
void clutter_actor_get_background_color (ClutterActor *self,
ClutterColor *color);
CLUTTER_EXPORT
const ClutterPaintVolume * clutter_actor_get_paint_volume (ClutterActor *self);
CLUTTER_EXPORT
const ClutterPaintVolume * clutter_actor_get_transformed_paint_volume (ClutterActor *self,
ClutterActor *relative_to_ancestor);
CLUTTER_EXPORT
const ClutterPaintVolume * clutter_actor_get_default_paint_volume (ClutterActor *self);
/* Events */
CLUTTER_EXPORT
void clutter_actor_set_reactive (ClutterActor *actor,
gboolean reactive);
CLUTTER_EXPORT
gboolean clutter_actor_get_reactive (ClutterActor *actor);
CLUTTER_EXPORT
gboolean clutter_actor_has_key_focus (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_grab_key_focus (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_event (ClutterActor *actor,
const ClutterEvent *event,
gboolean capture);
CLUTTER_EXPORT
gboolean clutter_actor_has_pointer (ClutterActor *self);
/* Text */
CLUTTER_EXPORT
PangoContext * clutter_actor_get_pango_context (ClutterActor *self);
CLUTTER_EXPORT
PangoContext * clutter_actor_create_pango_context (ClutterActor *self);
CLUTTER_EXPORT
PangoLayout * clutter_actor_create_pango_layout (ClutterActor *self,
const gchar *text);
CLUTTER_EXPORT
void clutter_actor_set_text_direction (ClutterActor *self,
ClutterTextDirection text_dir);
CLUTTER_EXPORT
ClutterTextDirection clutter_actor_get_text_direction (ClutterActor *self);
/* Actor hierarchy */
CLUTTER_EXPORT
void clutter_actor_add_child (ClutterActor *self,
ClutterActor *child);
CLUTTER_EXPORT
void clutter_actor_insert_child_at_index (ClutterActor *self,
ClutterActor *child,
gint index_);
CLUTTER_EXPORT
void clutter_actor_insert_child_above (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_EXPORT
void clutter_actor_insert_child_below (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_EXPORT
void clutter_actor_replace_child (ClutterActor *self,
ClutterActor *old_child,
ClutterActor *new_child);
CLUTTER_EXPORT
void clutter_actor_remove_child (ClutterActor *self,
ClutterActor *child);
CLUTTER_EXPORT
void clutter_actor_remove_all_children (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_destroy_all_children (ClutterActor *self);
CLUTTER_EXPORT
GList * clutter_actor_get_children (ClutterActor *self);
CLUTTER_EXPORT
gint clutter_actor_get_n_children (ClutterActor *self);
CLUTTER_EXPORT
ClutterActor * clutter_actor_get_child_at_index (ClutterActor *self,
gint index_);
CLUTTER_EXPORT
ClutterActor * clutter_actor_get_previous_sibling (ClutterActor *self);
CLUTTER_EXPORT
ClutterActor * clutter_actor_get_next_sibling (ClutterActor *self);
CLUTTER_EXPORT
ClutterActor * clutter_actor_get_first_child (ClutterActor *self);
CLUTTER_EXPORT
ClutterActor * clutter_actor_get_last_child (ClutterActor *self);
CLUTTER_EXPORT
ClutterActor * clutter_actor_get_parent (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_contains (ClutterActor *self,
ClutterActor *descendant);
CLUTTER_EXPORT
ClutterActor* clutter_actor_get_stage (ClutterActor *actor);
CLUTTER_EXPORT
void clutter_actor_set_child_below_sibling (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_EXPORT
void clutter_actor_set_child_above_sibling (ClutterActor *self,
ClutterActor *child,
ClutterActor *sibling);
CLUTTER_EXPORT
void clutter_actor_set_child_at_index (ClutterActor *self,
ClutterActor *child,
gint index_);
CLUTTER_EXPORT
void clutter_actor_iter_init (ClutterActorIter *iter,
ClutterActor *root);
CLUTTER_EXPORT
gboolean clutter_actor_iter_next (ClutterActorIter *iter,
ClutterActor **child);
CLUTTER_EXPORT
gboolean clutter_actor_iter_prev (ClutterActorIter *iter,
ClutterActor **child);
CLUTTER_EXPORT
void clutter_actor_iter_remove (ClutterActorIter *iter);
CLUTTER_EXPORT
void clutter_actor_iter_destroy (ClutterActorIter *iter);
CLUTTER_EXPORT
gboolean clutter_actor_iter_is_valid (const ClutterActorIter *iter);
/* Transformations */
CLUTTER_EXPORT
gboolean clutter_actor_is_rotated (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_is_scaled (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_pivot_point (ClutterActor *self,
gfloat pivot_x,
gfloat pivot_y);
CLUTTER_EXPORT
void clutter_actor_get_pivot_point (ClutterActor *self,
gfloat *pivot_x,
gfloat *pivot_y);
CLUTTER_EXPORT
void clutter_actor_set_pivot_point_z (ClutterActor *self,
gfloat pivot_z);
CLUTTER_EXPORT
gfloat clutter_actor_get_pivot_point_z (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_rotation_angle (ClutterActor *self,
ClutterRotateAxis axis,
gdouble angle);
CLUTTER_EXPORT
gdouble clutter_actor_get_rotation_angle (ClutterActor *self,
ClutterRotateAxis axis);
CLUTTER_EXPORT
void clutter_actor_set_scale (ClutterActor *self,
gdouble scale_x,
gdouble scale_y);
CLUTTER_EXPORT
void clutter_actor_get_scale (ClutterActor *self,
gdouble *scale_x,
gdouble *scale_y);
CLUTTER_EXPORT
void clutter_actor_set_scale_z (ClutterActor *self,
gdouble scale_z);
CLUTTER_EXPORT
gdouble clutter_actor_get_scale_z (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_translation (ClutterActor *self,
gfloat translate_x,
gfloat translate_y,
gfloat translate_z);
CLUTTER_EXPORT
void clutter_actor_get_translation (ClutterActor *self,
gfloat *translate_x,
gfloat *translate_y,
gfloat *translate_z);
CLUTTER_EXPORT
void clutter_actor_set_transform (ClutterActor *self,
const ClutterMatrix *transform);
CLUTTER_EXPORT
void clutter_actor_get_transform (ClutterActor *self,
ClutterMatrix *transform);
CLUTTER_EXPORT
void clutter_actor_set_child_transform (ClutterActor *self,
const ClutterMatrix *transform);
CLUTTER_EXPORT
void clutter_actor_get_child_transform (ClutterActor *self,
ClutterMatrix *transform);
CLUTTER_EXPORT
void clutter_actor_get_transformed_position (ClutterActor *self,
gfloat *x,
gfloat *y);
CLUTTER_EXPORT
void clutter_actor_get_transformed_size (ClutterActor *self,
gfloat *width,
gfloat *height);
CLUTTER_EXPORT
gboolean clutter_actor_transform_stage_point (ClutterActor *self,
gfloat x,
gfloat y,
gfloat *x_out,
gfloat *y_out);
CLUTTER_EXPORT
void clutter_actor_get_abs_allocation_vertices (ClutterActor *self,
ClutterVertex verts[]);
CLUTTER_EXPORT
void clutter_actor_apply_transform_to_point (ClutterActor *self,
const ClutterVertex *point,
ClutterVertex *vertex);
CLUTTER_EXPORT
void clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
ClutterActor *ancestor,
const ClutterVertex *point,
ClutterVertex *vertex);
/* Implicit animations */
CLUTTER_EXPORT
void clutter_actor_save_easing_state (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_restore_easing_state (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_easing_mode (ClutterActor *self,
ClutterAnimationMode mode);
CLUTTER_EXPORT
ClutterAnimationMode clutter_actor_get_easing_mode (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_easing_duration (ClutterActor *self,
guint msecs);
CLUTTER_EXPORT
guint clutter_actor_get_easing_duration (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_easing_delay (ClutterActor *self,
guint msecs);
CLUTTER_EXPORT
guint clutter_actor_get_easing_delay (ClutterActor *self);
CLUTTER_EXPORT
ClutterTransition * clutter_actor_get_transition (ClutterActor *self,
const char *name);
CLUTTER_EXPORT
void clutter_actor_add_transition (ClutterActor *self,
const char *name,
ClutterTransition *transition);
CLUTTER_EXPORT
void clutter_actor_remove_transition (ClutterActor *self,
const char *name);
CLUTTER_EXPORT
void clutter_actor_remove_all_transitions (ClutterActor *self);
CLUTTER_EXPORT
gboolean clutter_actor_has_mapped_clones (ClutterActor *self);
CLUTTER_EXPORT
void clutter_actor_set_opacity_override (ClutterActor *self,
gint opacity);
CLUTTER_EXPORT
gint clutter_actor_get_opacity_override (ClutterActor *self);
/**
* 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_EXPORT
void clutter_actor_bind_model (ClutterActor *self,
GListModel *model,
ClutterActorCreateChildFunc create_child_func,
gpointer user_data,
GDestroyNotify notify);
CLUTTER_EXPORT
void clutter_actor_bind_model_with_properties (ClutterActor *self,
GListModel *model,
GType child_type,
const char *first_model_property,
...);
CLUTTER_EXPORT
void clutter_actor_pick_box (ClutterActor *self,
const ClutterActorBox *box);
G_END_DECLS
#endif /* __CLUTTER_ACTOR_H__ */