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With the recent change to internal floating point values, ClutterUnit has become a redundant type, defined to be a float. All integer entry points are being internally converted to floating point values to be passed to the GL pipeline with the least amount of conversion. ClutterUnit is thus exposed as just a "pixel with fractionary bits", and not -- as users might think -- as generic, resolution and device independent units. not that it was the case, but a definitive amount of people was convinced it did provide this "feature", and was flummoxed about the mere existence of this type. So, having ClutterUnit exposed in the public API doubles the entry points and has the following disadvantages: - we have to maintain twice the amount of entry points in ClutterActor - we still do an integer-to-float implicit conversion - we introduce a weird impedance between pixels and "pixels with fractionary bits" - language bindings will have to choose what to bind, and resort to manually overriding the API + *except* for language bindings based on GObject-Introspection, as they cannot do manual overrides, thus will replicate the entire set of entry points For these reason, we should coalesces every Actor entry point for pixels and for ClutterUnit into a single entry point taking a float, like: void clutter_actor_set_x (ClutterActor *self, gfloat x); void clutter_actor_get_size (ClutterActor *self, gfloat *width, gfloat *height); gfloat clutter_actor_get_height (ClutterActor *self); etc. The issues I have identified are: - we'll have a two cases of compiler warnings: - printf() format of the return values from %d to %f - clutter_actor_get_size() taking floats instead of unsigned ints - we'll have a problem with varargs when passing an integer instead of a floating point value, except on 64bit platforms where the size of a float is the same as the size of an int To be clear: the *intent* of the API should not change -- we still use pixels everywhere -- but: - we remove ambiguity in the API with regard to pixels and units - we remove entry points we get to maintain for the whole 1.0 version of the API - we make things simpler to bind for both manual language bindings and automatic (gobject-introspection based) ones - we have the simplest API possible while still exposing the capabilities of the underlying GL implementation
660 lines
18 KiB
C
660 lines
18 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-group
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* @short_description: Actor class containing multiple children.
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* actors.
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*
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* A #ClutterGroup is an Actor which contains multiple child actors positioned
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* relative to the #ClutterGroup position. Other operations such as scaling,
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* rotating and clipping of the group will apply to the child actors.
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*
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* A #ClutterGroup's size is defined by the size and position of its children.
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* Resize requests via the #ClutterActor API will be ignored.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <stdarg.h>
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#include "clutter-group.h"
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#include "clutter-container.h"
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#include "clutter-main.h"
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#include "clutter-private.h"
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#include "clutter-debug.h"
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#include "clutter-marshal.h"
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#include "clutter-enum-types.h"
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#include "cogl/cogl.h"
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enum
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{
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ADD,
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REMOVE,
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LAST_SIGNAL
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};
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static void clutter_container_iface_init (ClutterContainerIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterGroup,
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clutter_group,
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CLUTTER_TYPE_ACTOR,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_CONTAINER,
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clutter_container_iface_init));
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#define CLUTTER_GROUP_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_GROUP, ClutterGroupPrivate))
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struct _ClutterGroupPrivate
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{
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GList *children;
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};
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static void
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clutter_group_paint (ClutterActor *actor)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (actor)->priv;
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GList *child_item;
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CLUTTER_NOTE (PAINT, "ClutterGroup paint enter '%s'",
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clutter_actor_get_name (actor) ? clutter_actor_get_name (actor)
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: "unknown");
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for (child_item = priv->children;
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child_item != NULL;
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child_item = child_item->next)
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{
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ClutterActor *child = child_item->data;
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g_assert (child != NULL);
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if (CLUTTER_ACTOR_IS_VISIBLE (child))
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clutter_actor_paint (child);
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}
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CLUTTER_NOTE (PAINT, "ClutterGroup paint leave '%s'",
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clutter_actor_get_name (actor) ? clutter_actor_get_name (actor)
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: "unknown");
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}
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static void
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clutter_group_pick (ClutterActor *actor,
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const ClutterColor *color)
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{
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/* Chain up so we get a bounding box pained (if we are reactive) */
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CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->pick (actor, color);
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/* Just forward to the paint call which in turn will trigger
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* the child actors also getting 'picked'.
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*/
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if (CLUTTER_ACTOR_IS_VISIBLE (actor))
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clutter_group_paint (actor);
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}
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static void
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clutter_fixed_layout_get_preferred_width (GList *children,
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gfloat *min_width_p,
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gfloat *natural_width_p)
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{
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GList *l;
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gfloat min_left, min_right;
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gfloat natural_left, natural_right;
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min_left = 0;
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min_right = 0;
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natural_left = 0;
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natural_right = 0;
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for (l = children; l != NULL; l = l->next)
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{
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ClutterActor *child = l->data;
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gfloat child_x, child_min, child_natural;
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child_x = clutter_actor_get_x (child);
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clutter_actor_get_preferred_size (child,
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&child_min, NULL,
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&child_natural, NULL);
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if (l == children)
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{
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/* First child */
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min_left = child_x;
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natural_left = child_x;
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min_right = min_left + child_min;
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natural_right = natural_left + child_natural;
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}
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else
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{
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/* Union of extents with previous children */
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if (child_x < min_left)
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min_left = child_x;
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if (child_x < natural_left)
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natural_left = child_x;
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if (child_x + child_min > min_right)
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min_right = child_x + child_min;
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if (child_x + child_natural > natural_right)
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natural_right = child_x + child_natural;
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}
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}
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/* The preferred size is defined as the width and height we want starting
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* from our origin, since our allocation will set the origin; so we now
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* need to remove any part of the request that is to the left of the origin.
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*/
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if (min_left < 0)
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min_left = 0;
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if (natural_left < 0)
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natural_left = 0;
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if (min_right < 0)
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min_right = 0;
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if (natural_right < 0)
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natural_right = 0;
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g_assert (min_right >= min_left);
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g_assert (natural_right >= natural_left);
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if (min_width_p)
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*min_width_p = min_right - min_left;
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if (natural_width_p)
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*natural_width_p = natural_right - min_left;
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}
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static void
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clutter_fixed_layout_get_preferred_height (GList *children,
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gfloat *min_height_p,
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gfloat *natural_height_p)
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{
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GList *l;
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gfloat min_top, min_bottom;
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gfloat natural_top, natural_bottom;
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min_top = 0;
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min_bottom = 0;
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natural_top = 0;
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natural_bottom = 0;
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for (l = children; l != NULL; l = l->next)
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{
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ClutterActor *child = l->data;
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gfloat child_y, child_min, child_natural;
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child_y = clutter_actor_get_y (child);
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clutter_actor_get_preferred_size (child,
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NULL, &child_min,
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NULL, &child_natural);
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if (l == children)
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{
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/* First child */
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min_top = child_y;
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natural_top = child_y;
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min_bottom = min_top + child_min;
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natural_bottom = natural_top + child_natural;
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}
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else
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{
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/* Union of extents with previous children */
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if (child_y < min_top)
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min_top = child_y;
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if (child_y < natural_top)
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natural_top = child_y;
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if (child_y + child_min > min_bottom)
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min_bottom = child_y + child_min;
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if (child_y + child_natural > natural_bottom)
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natural_bottom = child_y + child_natural;
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}
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}
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/* The preferred size is defined as the width and height we want starting
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* from our origin, since our allocation will set the origin; so we now
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* need to remove any part of the request that is above the origin.
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*/
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if (min_top < 0)
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min_top = 0;
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if (natural_top < 0)
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natural_top = 0;
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if (min_bottom < 0)
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min_bottom = 0;
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if (natural_bottom < 0)
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natural_bottom = 0;
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g_assert (min_bottom >= min_top);
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g_assert (natural_bottom >= natural_top);
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if (min_height_p)
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*min_height_p = min_bottom - min_top;
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if (natural_height_p)
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*natural_height_p = natural_bottom - min_top;
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}
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static void
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clutter_fixed_layout_allocate (GList *children,
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gboolean absolute_origin_changed)
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{
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GList *l;
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for (l = children; l != NULL; l = l->next)
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{
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ClutterActor *child = l->data;
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clutter_actor_allocate_preferred_size (child, absolute_origin_changed);
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}
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}
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static void
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clutter_group_get_preferred_width (ClutterActor *self,
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gfloat for_height,
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gfloat *min_width_p,
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gfloat *natural_width_p)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (self)->priv;
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/* for_height is irrelevant to the fixed layout, so it's not used */
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clutter_fixed_layout_get_preferred_width (priv->children,
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min_width_p,
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natural_width_p);
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}
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static void
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clutter_group_get_preferred_height (ClutterActor *self,
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gfloat for_width,
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gfloat *min_height_p,
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gfloat *natural_height_p)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (self)->priv;
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/* for_width is irrelevant to the fixed layout, so it's not used */
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clutter_fixed_layout_get_preferred_height (priv->children,
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min_height_p,
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natural_height_p);
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}
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static void
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clutter_group_allocate (ClutterActor *self,
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const ClutterActorBox *box,
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gboolean origin_changed)
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{
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ClutterGroupPrivate *priv = CLUTTER_GROUP (self)->priv;
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/* chain up to set actor->allocation */
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CLUTTER_ACTOR_CLASS (clutter_group_parent_class)->allocate (self, box,
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origin_changed);
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/* Note that fixed-layout allocation of children does not care what
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* allocation the container received, so "box" is not passed in
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* here. We do not require that children's allocations are completely
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* contained by our own.
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*/
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clutter_fixed_layout_allocate (priv->children, origin_changed);
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}
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static void
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clutter_group_dispose (GObject *object)
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{
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ClutterGroup *self = CLUTTER_GROUP (object);
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ClutterGroupPrivate *priv = self->priv;
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if (priv->children)
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{
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g_list_foreach (priv->children, (GFunc) clutter_actor_destroy, NULL);
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g_list_free (priv->children);
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priv->children = NULL;
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}
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G_OBJECT_CLASS (clutter_group_parent_class)->dispose (object);
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}
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static void
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clutter_group_real_show_all (ClutterActor *actor)
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{
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clutter_container_foreach (CLUTTER_CONTAINER (actor),
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CLUTTER_CALLBACK (clutter_actor_show),
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NULL);
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clutter_actor_show (actor);
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}
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static void
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clutter_group_real_hide_all (ClutterActor *actor)
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{
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clutter_actor_hide (actor);
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clutter_container_foreach (CLUTTER_CONTAINER (actor),
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CLUTTER_CALLBACK (clutter_actor_hide),
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NULL);
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}
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static void
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clutter_group_real_add (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterGroup *group = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = group->priv;
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g_object_ref (actor);
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priv->children = g_list_append (priv->children, actor);
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clutter_actor_set_parent (actor, CLUTTER_ACTOR (group));
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/* queue a relayout, to get the correct positioning inside
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* the ::actor-added signal handlers
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*/
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clutter_actor_queue_relayout (CLUTTER_ACTOR (group));
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g_signal_emit_by_name (container, "actor-added", actor);
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clutter_container_sort_depth_order (container);
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g_object_unref (actor);
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}
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static void
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clutter_group_real_remove (ClutterContainer *container,
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ClutterActor *actor)
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{
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ClutterGroup *group = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = group->priv;
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g_object_ref (actor);
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priv->children = g_list_remove (priv->children, actor);
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clutter_actor_unparent (actor);
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/* queue a relayout, to get the correct positioning inside
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* the ::actor-removed signal handlers
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*/
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clutter_actor_queue_relayout (CLUTTER_ACTOR (group));
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/* at this point, the actor passed to the "actor-removed" signal
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* handlers is not parented anymore to the container but since we
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* are holding a reference on it, it's still valid
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*/
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g_signal_emit_by_name (container, "actor-removed", actor);
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if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (group)))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (group));
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g_object_unref (actor);
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}
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static void
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clutter_group_real_foreach (ClutterContainer *container,
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ClutterCallback callback,
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gpointer user_data)
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{
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ClutterGroup *group = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = group->priv;
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GList *l;
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for (l = priv->children; l; l = l->next)
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(* callback) (CLUTTER_ACTOR (l->data), user_data);
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}
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static void
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clutter_group_real_raise (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterGroup *self = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = self->priv;
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priv->children = g_list_remove (priv->children, actor);
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/* Raise at the top */
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if (!sibling)
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{
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GList *last_item;
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last_item = g_list_last (priv->children);
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if (last_item)
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sibling = last_item->data;
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priv->children = g_list_append (priv->children, actor);
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}
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else
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{
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gint pos;
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pos = g_list_index (priv->children, sibling) + 1;
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priv->children = g_list_insert (priv->children, actor, pos);
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}
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/* set Z ordering a value below, this will then call sort
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* as values are equal ordering shouldn't change but Z
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* values will be correct.
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*
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* FIXME: optimise
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*/
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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}
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if (CLUTTER_ACTOR_IS_VISIBLE (container))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
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}
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static void
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clutter_group_real_lower (ClutterContainer *container,
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ClutterActor *actor,
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ClutterActor *sibling)
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{
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ClutterGroup *self = CLUTTER_GROUP (container);
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ClutterGroupPrivate *priv = self->priv;
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priv->children = g_list_remove (priv->children, actor);
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/* Push to bottom */
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if (!sibling)
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{
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GList *last_item;
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last_item = g_list_first (priv->children);
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if (last_item)
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sibling = last_item->data;
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priv->children = g_list_prepend (priv->children, actor);
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}
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else
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{
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gint pos;
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pos = g_list_index (priv->children, sibling);
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priv->children = g_list_insert (priv->children, actor, pos);
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}
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/* See comment in group_raise for this */
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if (sibling &&
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clutter_actor_get_depth (sibling) != clutter_actor_get_depth (actor))
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{
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clutter_actor_set_depth (actor, clutter_actor_get_depth (sibling));
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}
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if (CLUTTER_ACTOR_IS_VISIBLE (container))
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
|
|
}
|
|
|
|
static gint
|
|
sort_z_order (gconstpointer a,
|
|
gconstpointer b)
|
|
{
|
|
int depth_a, depth_b;
|
|
|
|
depth_a = clutter_actor_get_depth (CLUTTER_ACTOR(a));
|
|
depth_b = clutter_actor_get_depth (CLUTTER_ACTOR(b));
|
|
|
|
return (depth_a - depth_b);
|
|
}
|
|
|
|
static void
|
|
clutter_group_real_sort_depth_order (ClutterContainer *container)
|
|
{
|
|
ClutterGroup *self = CLUTTER_GROUP (container);
|
|
ClutterGroupPrivate *priv = self->priv;
|
|
|
|
priv->children = g_list_sort (priv->children, sort_z_order);
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (self))
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
|
|
|
|
}
|
|
|
|
static void
|
|
clutter_container_iface_init (ClutterContainerIface *iface)
|
|
{
|
|
iface->add = clutter_group_real_add;
|
|
iface->remove = clutter_group_real_remove;
|
|
iface->foreach = clutter_group_real_foreach;
|
|
iface->raise = clutter_group_real_raise;
|
|
iface->lower = clutter_group_real_lower;
|
|
iface->sort_depth_order = clutter_group_real_sort_depth_order;
|
|
}
|
|
|
|
static void
|
|
clutter_group_class_init (ClutterGroupClass *klass)
|
|
{
|
|
GObjectClass *object_class = G_OBJECT_CLASS (klass);
|
|
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
|
|
|
|
g_type_class_add_private (object_class, sizeof (ClutterGroupPrivate));
|
|
|
|
object_class->dispose = clutter_group_dispose;
|
|
|
|
actor_class->paint = clutter_group_paint;
|
|
actor_class->pick = clutter_group_pick;
|
|
actor_class->show_all = clutter_group_real_show_all;
|
|
actor_class->hide_all = clutter_group_real_hide_all;
|
|
|
|
actor_class->get_preferred_width = clutter_group_get_preferred_width;
|
|
actor_class->get_preferred_height = clutter_group_get_preferred_height;
|
|
actor_class->allocate = clutter_group_allocate;
|
|
}
|
|
|
|
static void
|
|
clutter_group_init (ClutterGroup *self)
|
|
{
|
|
self->priv = CLUTTER_GROUP_GET_PRIVATE (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_new:
|
|
*
|
|
* Create a new #ClutterGroup.
|
|
*
|
|
* Return value: the newly created #ClutterGroup actor
|
|
*/
|
|
ClutterActor *
|
|
clutter_group_new (void)
|
|
{
|
|
return g_object_new (CLUTTER_TYPE_GROUP, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_remove_all:
|
|
* @group: A #ClutterGroup
|
|
*
|
|
* Removes all children actors from the #ClutterGroup.
|
|
*/
|
|
void
|
|
clutter_group_remove_all (ClutterGroup *group)
|
|
{
|
|
GList *children;
|
|
|
|
g_return_if_fail (CLUTTER_IS_GROUP (group));
|
|
|
|
children = group->priv->children;
|
|
while (children)
|
|
{
|
|
ClutterActor *child = children->data;
|
|
children = children->next;
|
|
|
|
clutter_container_remove_actor (CLUTTER_CONTAINER (group), child);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_group_get_n_children:
|
|
* @self: A #ClutterGroup
|
|
*
|
|
* Gets the number of actors held in the group.
|
|
*
|
|
* Return value: The number of child actors held in the group.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
gint
|
|
clutter_group_get_n_children (ClutterGroup *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_GROUP (self), 0);
|
|
|
|
return g_list_length (self->priv->children);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_get_nth_child:
|
|
* @self: A #ClutterGroup
|
|
* @index_: the position of the requested actor.
|
|
*
|
|
* Gets a groups child held at @index_ in stack.
|
|
*
|
|
* Return value: (transfer none): A Clutter actor, or %NULL if
|
|
* @index_ is invalid.
|
|
*
|
|
* Since: 0.2
|
|
*/
|
|
ClutterActor *
|
|
clutter_group_get_nth_child (ClutterGroup *self,
|
|
gint index_)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
|
|
|
|
return g_list_nth_data (self->priv->children, index_);
|
|
}
|