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b152a97ea5
The 'in_clone_paint' parameter of the private function _clutter_actor_set_in_clone_paint() shadowed the private function in_clone_paint(). Rename this parameter to 'is_in_clone_paint' to remove a compiler warning.
167 lines
7.0 KiB
C
167 lines
7.0 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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* Copyright (C) 2010 Intel Corporation.
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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, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __CLUTTER_ACTOR_PRIVATE_H__
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#define __CLUTTER_ACTOR_PRIVATE_H__
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#include <clutter/clutter-actor.h>
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G_BEGIN_DECLS
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/*< private >
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* ClutterRedrawFlags:
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* @CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION: Tells clutter the maximum
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* extents of what needs to be redrawn lies within the actors
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* current allocation. (Only use this for 2D actors though because
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* any actor with depth may be projected outside of its allocation)
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*
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* Flags passed to the clutter_actor_queue_redraw_with_clip ()
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* function
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*
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* Since: 1.6
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*/
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typedef enum
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{
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CLUTTER_REDRAW_CLIPPED_TO_ALLOCATION = 1 << 0
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} ClutterRedrawFlags;
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/*< private >
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* ClutterActorTraverseFlags:
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* CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST: Traverse the graph in
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* a depth first order.
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* CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST: Traverse the graph in a
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* breadth first order.
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*
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* Controls some options for how clutter_actor_traverse() iterates
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* through the graph.
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*/
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typedef enum {
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CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST = 1L<<0,
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CLUTTER_ACTOR_TRAVERSE_BREADTH_FIRST = 1L<<1
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} ClutterActorTraverseFlags;
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/*< private >
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* ClutterActorTraverseVisitFlags:
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* CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE: Continue traversing as
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* normal
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* CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN: Don't traverse the
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* children of the last visited actor. (Not applicable when using
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* %CLUTTER_ACTOR_TRAVERSE_DEPTH_FIRST_POST_ORDER since the children
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* are visited before having an opportunity to bail out)
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* CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK: Immediately bail out without
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* visiting any more actors.
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*
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* Each time an actor is visited during a scenegraph traversal the
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* ClutterTraverseCallback can return a set of flags that may affect
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* the continuing traversal. It may stop traversal completely, just
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* skip over children for the current actor or continue as normal.
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*/
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typedef enum {
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CLUTTER_ACTOR_TRAVERSE_VISIT_CONTINUE = 1L<<0,
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CLUTTER_ACTOR_TRAVERSE_VISIT_SKIP_CHILDREN = 1L<<1,
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CLUTTER_ACTOR_TRAVERSE_VISIT_BREAK = 1L<<2
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} ClutterActorTraverseVisitFlags;
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/*< private >
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* ClutterTraverseCallback:
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*
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* The callback prototype used with clutter_actor_traverse. The
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* returned flags can be used to affect the continuing traversal
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* either by continuing as normal, skipping over children of an
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* actor or bailing out completely.
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*/
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typedef ClutterActorTraverseVisitFlags (*ClutterTraverseCallback) (ClutterActor *actor,
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gint depth,
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gpointer user_data);
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/*< private >
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* ClutterForeachCallback:
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* @actor: The actor being iterated
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* @user_data: The private data specified when starting the iteration
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*
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* A generic callback for iterating over actor, such as with
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* _clutter_actor_foreach_child. The difference when compared to
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* #ClutterCallback is that it returns a boolean so it is possible to break
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* out of an iteration early.
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*
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* Return value: %TRUE to continue iterating or %FALSE to break iteration
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* early.
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*/
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typedef gboolean (*ClutterForeachCallback) (ClutterActor *actor,
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gpointer user_data);
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gint _clutter_actor_get_n_children (ClutterActor *self);
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gboolean _clutter_actor_foreach_child (ClutterActor *self,
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ClutterForeachCallback callback,
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gpointer user_data);
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void _clutter_actor_traverse (ClutterActor *actor,
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ClutterActorTraverseFlags flags,
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ClutterTraverseCallback before_children_callback,
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ClutterTraverseCallback after_children_callback,
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gpointer user_data);
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ClutterActor *_clutter_actor_get_stage_internal (ClutterActor *actor);
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void _clutter_actor_apply_modelview_transform (ClutterActor *self,
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CoglMatrix *matrix);
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void _clutter_actor_apply_modelview_transform_recursive (ClutterActor *self,
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ClutterActor *ancestor,
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CoglMatrix *matrix);
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void _clutter_actor_rerealize (ClutterActor *self,
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ClutterCallback callback,
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gpointer data);
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void _clutter_actor_set_opacity_override (ClutterActor *self,
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gint opacity);
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void _clutter_actor_set_in_clone_paint (ClutterActor *self,
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gboolean is_in_clone_paint);
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void _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
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gboolean enable);
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void _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
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gboolean enable);
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void _clutter_actor_set_has_pointer (ClutterActor *self,
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gboolean has_pointer);
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void _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
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ClutterRedrawFlags flags,
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ClutterPaintVolume *clip_volume);
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const ClutterPaintVolume *_clutter_actor_get_queue_redraw_clip (ClutterActor *self);
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void _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
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const ClutterPaintVolume *clip_volume);
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void _clutter_actor_finish_queue_redraw (ClutterActor *self,
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ClutterPaintVolume *clip);
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gboolean _clutter_actor_set_default_paint_volume (ClutterActor *self,
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GType check_gtype,
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ClutterPaintVolume *volume);
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G_CONST_RETURN gchar *_clutter_actor_get_debug_name (ClutterActor *self);
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void _clutter_actor_push_clone_paint (void);
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void _clutter_actor_pop_clone_paint (void);
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G_END_DECLS
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#endif /* __CLUTTER_ACTOR_PRIVATE_H__ */
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