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• Remove the empty sections. • Add the description for the "overriding the paint sequence" recipe.
506 lines
16 KiB
XML
506 lines
16 KiB
XML
<?xml version='1.0' encoding='UTF-8'?>
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<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
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"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd" [
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<!ENTITY appurl "http://clutter-project.org">
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<!ENTITY docurl "http://clutter-project.org/docs/">
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<!ENTITY author_mail "ebassi@linux.intel.com">
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<!ENTITY apiversion "@CLUTTER_API_VERSION@">
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]>
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<book lang="en">
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<bookinfo> <!-- {{{ -->
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<author>
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<firstname>Emmanuele</firstname>
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<surname>Bassi</surname>
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<address><email>&author_mail;</email></address>
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</author>
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<copyright>
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<year>2009</year>
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<holder>Intel Corporation</holder>
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</copyright>
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<legalnotice>
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<para>This document is distributed under the terms of the GNU General
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Public 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. A copy
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of this license can be found in the file COPYING included with the
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source code of this program.</para>
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</legalnotice>
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<title>The Clutter Cookbook</title>
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<releaseinfo>for Clutter &apiversion;</releaseinfo>
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</bookinfo> <!-- }}} -->
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<chapter id="introduction"> <!-- {{{ -->
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<title>Preface</title>
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<epigraph>
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<attribution>The Perl Cookbook</attribution>
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<para>Let me show you that easy way, so others may easily follow.</para>
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</epigraph>
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<para>There is a wonderful simile in the preface of the <emphasis>Perl
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Cookbook</emphasis>: approaching a programming problem is oftentimes
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similar to balancing Columbus's egg. The initial difficulties of dealing
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with, and more importantly solving, problems in the computer programming
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field sometimes can only be overcome if somebody shows you how to use a
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new tool. This is true for programming languages but also for programming
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libraries.</para>
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<para>This book has been written to try and give you a reference on
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how to solve common issues that you might have to face when using
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the Clutter toolkit.</para>
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<para>This book is not meant to be a replacement for the API reference,
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even though there will be descriptions of how Clutter works and how
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its API looks like. We will require knowledge of the Clutter API, but
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we will also point out where to find more information on the API that
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examples have used.</para>
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<para>Indeed, this book should be used as a companion to the API reference,
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expanding the examples and showing how to achieve a specific result.</para>
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<para>This is not a book for learning Clutter. This is also not a book
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for learning C, or GObject or even GUI development.</para>
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<para>Above all, this is a book for learning <emphasis>more</emphasis>
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about Clutter, and about how to use it in the most efficient and easiest
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way. It is meant to help you move past the basic usage of Clutter.</para>
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<para>This book is divided into chapters. Each chapter is dedicated to
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a specific class, like ClutterTexture, or a specific area, like animations.
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Each chapter starts with a short introduction, followed by different
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<emphasis>recipes</emphasis>. Each recipe starts with a problem, or a short
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statement describing what we want to achieve; a solution, containing the
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source code; and a discussion section, where the code is explained, where
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alternative approaches might be useful, caveats and references to the
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Clutter API for furher studying.</para>
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<para>This book, in the cookbook spirit, can be accessed mostly at
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random.</para>
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<section>
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<title>About Clutter</title>
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<para>Clutter is an free and open source software library for creating
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fast, visually rich and animated graphical user interfaces.</para>
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<para>Clutter uses OpenGL (and, optionally, OpenGL ES on mobile and
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embedded platforms) for rendering the user interface elements, but
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at the same time it exposes an application program interface that hides
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the underlying complexity of the OpenGL state machine from the
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developer.</para>
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<para>The program interface of Clutter is intended to be easy to use,
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efficient, flexible and as self-documenting as possible.</para>
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</section>
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<section>
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<title>About this document</title>
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<para>This document is available in various formats like HTML, and
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PDF.</para>
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<para>The latest version is always available at
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<ulink url="&docurl;">&docurl;</ulink>.</para>
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</section>
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<section>
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<title>Where to get Clutter</title>
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<para>You can obtain Clutter from <ulink url="&appurl;">&appurl;</ulink>.</para>
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<para>Clutter is also available on all major GNU/Linux distributions,
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in various package formats.</para>
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<para>On OSX, Clutter is available with both Fink and MacPorts.</para>
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<para>Binaries for Microsoft Windows are also available.</para>
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</section>
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</chapter> <!-- introduction }}} -->
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<chapter id="actors"> <!-- actors {{{ -->
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<title>Actors</title>
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<epigraph>
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<attribution>Edmon Gween, actor, on his deathbed</attribution>
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<para>An actor's a guy who if you ain't talkin' about him, ain't
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listening.</para>
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</epigraph>
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<section id="actors-introduction">
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<title>Introduction</title>
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<para>When building a User Interface with Clutter, the visible part
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of the UI — that is, what is displayed on the screen — is
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commonly referred to as "the scene graph". Like every graph, a scene
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graph is composed by nodes.</para>
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<para>Every node on the Clutter scene graph is an
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<emphasis>actor</emphasis>. Every actor has a single relationship
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with the others: it can be the parent of another actor, or a child of
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another actor.</para>
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<note><para>The Stage is an actor that can have children but cannot have
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any parent.</para></note>
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<para>Actors have different attributes: a position, a size, a
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scale factor, a rotation angle on each axis (relative to a specific
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center on the normal plane for that axis), an opacity factor.</para>
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<para>The scene graph is not fixed: it can be changed, not only
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by adding or removing actors, but also by changing the parent-child
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relationship: it is possible, for instance, to move an entire
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section of the scene graph from one parent actor to another.</para>
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</section>
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<section id="actors-allocation-notify"> <!-- {{{ -->
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<title>Knowing when an actor position or size change</title>
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<section>
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<title>Problem</title>
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<para>You want to know when the position or the size, or
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both, of an actor change, for instance to update an unrelated
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actor or some internal state.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>You can use the <emphasis>notify</emphasis> signal,
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detailed with the coordinate or the dimension you want
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to know has changed:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "notify::x",
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G_CALLBACK (on_x_changed),
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NULL);
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g_signal_connect (actor, "notify::height",
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G_CALLBACK (on_height_changed),
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NULL);
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g_signal_connect (actor, "notify::depth",
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G_CALLBACK (on_depth_changed),
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NULL);
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</programlisting>
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</informalexample>
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<para>If you want to know if any of the coordinates or dimensions of
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an actor have been changed, except for depth, you can use the
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<emphasis>allocation-changed</emphasis> signal:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "allocation-changed",
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G_CALLBACK (on_allocation_changed),
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NULL);
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</programlisting>
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</informalexample>
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<para>The signature for the handler of the "notify" signal is:</para>
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<informalexample>
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<programlisting>
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void
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on_notify (GObject *gobject,
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GParamSpec *pspec,
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gpointer user_data);
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</programlisting>
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</informalexample>
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<para>While the signature for the handler of the "allocation-changed"
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signal is:</para>
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<informalexample>
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<programlisting>
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void
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on_allocation_changed (ClutterActor *actor,
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const ClutterActorBox *allocation,
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ClutterAllocationFlags flags,
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gpointer user_data);
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>Any change the position and size of an actor will cause a
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change in the allocation of the actor itself. This will update the
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values of the :x, :y, :width and :height properties as well.</para>
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<para>The first technique allows a greater deal of granularity,
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allowing you to know what exactly changed. Inside the callback
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for the signal you can query the value of the property:</para>
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<informalexample>
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<programlisting>
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void
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on_x_changed (GObject *gobject,
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GParamSpec *pspec,
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gpointer user_data)
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{
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gint x_value = 0;
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/* Round the X coordinate to the nearest pixel */
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x_value = floorf (clutter_actor_get_x (CLUTTER_ACTOR (gobject))) + 0.5;
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g_print ("The new X coordinate is '%d' pixels\n", x_value);
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}
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</programlisting>
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</informalexample>
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<para>The second technique is more indicated if you want to
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get notification that any of the positional or dimensional
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attributes changed, except for the depth:</para>
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<informalexample>
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<programlisting>
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void
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on_allocation_changed (ClutterActor *actor,
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const ClutterActorBox *allocation,
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ClutterAllocationFlags flags,
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gpointer user_data)
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{
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ClutterActor *actor = CLUTTER_ACTOR (gobject);
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g_print ("The bounding box is now: (%.2f, %.2f) (%.2f x %.2f)\n",
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clutter_actor_box_get_x (allocation),
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clutter_actor_box_get_y (allocation),
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clutter_actor_box_get_width (allocation),
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clutter_actor_box_get_height (allocation));
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}
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</programlisting>
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</informalexample>
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<para>All actors will update these properties when their size
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or position change.</para>
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<para>Note that the Stage, on the other hand, will not notify on
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position changes, so it is not possible to use the :x and :y
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properties to know that the platform-specific window embedding the
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stage has been moved — if the platform supports a windowing
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system. In order to achieve that you will have to use backend-specific
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API to extract the surface used by the Stage and then platform-specific
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API to retrieve its coordinates.</para>
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</section>
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</section> <!-- recipe 1 }}} -->
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<section id="actors-paint-wrappers"> <!-- {{{ -->
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<title>Overriding the paint sequence</title>
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<section>
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<title>Problem</title>
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<para>You want to override the way an actor paints itself
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without creating a subclass.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>You can use the <emphasis>paint</emphasis> signal to
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invoke a callback that will be executed before the actor's
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paint implementation:</para>
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<informalexample>
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<programlisting>
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g_signal_connect (actor, "paint",
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G_CALLBACK (on_paint),
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NULL);
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</programlisting>
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</informalexample>
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<para>You can paint something after the actor's paint implementation
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by using the <function>g_signal_connect_after()</function> function
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instead of <function>g_signal_connect()</function>:</para>
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<informalexample>
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<programlisting>
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g_signal_connect_after (actor, "paint",
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G_CALLBACK (on_paint_after),
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NULL);
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</programlisting>
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</informalexample>
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<para>The signature for the handler of the "paint" signal is:</para>
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<informalexample>
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<programlisting>
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void
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on_paint (ClutterActor *actor,
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gpointer user_data);
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>The paint cycle in Clutter works its way recursively from the
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Stage through every child.</para>
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<para>Whenever an Actor is going to be painted it will be positioned in
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a new frame of reference according to the list of transformations
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(scaling, rotation and additional traslations). After that, the "paint"
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signal will be emitted.</para>
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<para>The "paint" signal is defined as <emphasis>run-last</emphasis>,
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that is the signal handlers connected to it using
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<function>g_signal_connetc()</function> will be called first; then the
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default handler defined by the Actor's sub-class will be called;
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finally, all the signal handlers connected to the signal using
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<function>g_signal_connect_after()</function> will be called.</para>
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<para>This allows pre- and post-default paint handlers, and it also
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allows completely overriding the way an Actor draws itself by default;
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for instance:</para>
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<informalexample>
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<programlisting>
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void
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on_paint (ClutterActor *actor)
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{
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do_my_paint (actor);
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g_signal_stop_emission_by_name (actor, "paint");
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}
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</programlisting>
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</informalexample>
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<para>The code above will prevent the default paint implementation of
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the actor from running.</para>
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</section>
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</section> <!-- }}} -->
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</chapter> <!-- actors }}} -->
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<!--
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<chapter id="textures">
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<title>Textures</title>
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<epigraph>
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<attribution>the author of the epigraph</attribution>
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<para>a short epigraph</para>
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</epigraph>
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<section id="textures-introduction">
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<title>Introduction</title>
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<para>introduction</para>
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</section>
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<section id="textures-aspect-ratio">
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<title>Maintaining the aspect ratio when loading a texture</title>
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<section>
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<title>Problem</title>
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<para>You want to maintain the aspect ratio of a texture.</para>
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</section>
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<section>
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<title>Solution</title>
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<para></para>
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</section>
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<section>
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<title>Discussion</title>
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<para></para>
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</section>
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</section>
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</chapter>
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-->
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<!--
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<chapter id="animations">
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<title>Animations</title>
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<epigraph>
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<attribution>the author of the epigraph</attribution>
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<para>a short epigraph</para>
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</epigraph>
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<section id="animations-introduction">
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<title>Introduction</title>
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<para>introduction</para>
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</section>
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<section>
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<title>Inverting Animations</title>
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<section>
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<title>Problem</title>
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<para>You want to have an animation exactly mirroring another one
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that you just played.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>...</para>
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</section>
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<section>
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<title>Discussion</title>
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<para>...</para>
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</section>
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</section>
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</chapter>
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-->
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<appendix id="contributing"> <!-- contributing {{{ -->
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<title>Contributing to this document</title>
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|
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<para>This document is written in Docbook XML. The source file for this
|
|
document is located in the subdirectory "doc/cookbook" of the source
|
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directory of Clutter.</para>
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</appendix> <!-- contributing }}} -->
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<!--
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<section id="recipe">
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<title>Recipe</title>
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<section>
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<title>Problem</title>
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<para>...</para>
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</section>
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<section>
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<title>Solution</title>
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<para>...</para>
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</section>
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<section>
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<title>Discussion</title>
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<para>...</para>
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</section>
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</section>
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-->
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</book>
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