mirror of
https://github.com/brl/mutter.git
synced 2024-11-30 03:50:47 -05:00
064d45266a
* clutter/glx/clutter-stage-glx.c: (clutter_stage_glx_allocate_coords): Make sure the top-left corner of the box is our origin.
705 lines
16 KiB
C
705 lines
16 KiB
C
/*
|
|
* Clutter.
|
|
*
|
|
* An OpenGL based 'interactive canvas' library.
|
|
*
|
|
* Authored By Matthew Allum <mallum@openedhand.com>
|
|
*
|
|
* Copyright (C) 2006 OpenedHand
|
|
*
|
|
* 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, write to the
|
|
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
|
|
* Boston, MA 02111-1307, USA.
|
|
*/
|
|
|
|
/**
|
|
* SECTION:clutter-group
|
|
* @short_description: Base class for actors which contain multiple child
|
|
* actors.
|
|
*
|
|
* A #ClutterGroup is an Actor which can contain multiple child actors.
|
|
*/
|
|
|
|
#include "config.h"
|
|
#include <stdarg.h>
|
|
|
|
#include "clutter-group.h"
|
|
#include "clutter-main.h"
|
|
#include "clutter-private.h"
|
|
#include "clutter-debug.h"
|
|
#include "clutter-marshal.h"
|
|
#include "clutter-enum-types.h"
|
|
|
|
#include <GL/gl.h>
|
|
|
|
enum
|
|
{
|
|
ADD,
|
|
REMOVE,
|
|
|
|
LAST_SIGNAL
|
|
};
|
|
|
|
static guint group_signals[LAST_SIGNAL] = { 0 };
|
|
|
|
G_DEFINE_TYPE (ClutterGroup, clutter_group, CLUTTER_TYPE_ACTOR);
|
|
|
|
#define CLUTTER_GROUP_GET_PRIVATE(obj) \
|
|
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_GROUP, ClutterGroupPrivate))
|
|
|
|
struct _ClutterGroupPrivate
|
|
{
|
|
GList *children;
|
|
};
|
|
|
|
static void
|
|
clutter_group_paint (ClutterActor *actor)
|
|
{
|
|
ClutterGroup *self = CLUTTER_GROUP(actor);
|
|
GList *child_item;
|
|
|
|
CLUTTER_NOTE (PAINT, "ClutterGroup paint enter");
|
|
|
|
glPushMatrix();
|
|
|
|
for (child_item = self->priv->children;
|
|
child_item != NULL;
|
|
child_item = child_item->next)
|
|
{
|
|
ClutterActor *child = child_item->data;
|
|
|
|
g_assert (child != NULL);
|
|
|
|
if (CLUTTER_ACTOR_IS_MAPPED (child))
|
|
clutter_actor_paint (child);
|
|
}
|
|
|
|
glPopMatrix();
|
|
|
|
CLUTTER_NOTE (PAINT, "ClutterGroup paint leave");
|
|
}
|
|
|
|
static void
|
|
clutter_group_request_coords (ClutterActor *self,
|
|
ClutterActorBox *box)
|
|
{
|
|
ClutterActorBox cbox;
|
|
|
|
clutter_actor_allocate_coords (self, &cbox);
|
|
|
|
/* Only positioning works.
|
|
* Sizing requests fail, use scale() instead
|
|
*/
|
|
box->x2 = box->x1 + (cbox.x2 - cbox.x1);
|
|
box->y2 = box->y1 + (cbox.y2 - cbox.y1);
|
|
}
|
|
|
|
static void
|
|
clutter_group_allocate_coords (ClutterActor *self,
|
|
ClutterActorBox *box)
|
|
{
|
|
ClutterGroupPrivate *priv;
|
|
GList *child_item;
|
|
|
|
priv = CLUTTER_GROUP(self)->priv;
|
|
|
|
child_item = priv->children;
|
|
|
|
/* FIXME: Cache these values */
|
|
|
|
if (child_item)
|
|
{
|
|
do
|
|
{
|
|
ClutterActor *child = CLUTTER_ACTOR(child_item->data);
|
|
|
|
/* Once added we include in sizing - doesn't matter if visible */
|
|
/* if (CLUTTER_ACTOR_IS_VISIBLE (child)) */
|
|
{
|
|
ClutterActorBox cbox;
|
|
|
|
clutter_actor_allocate_coords (child, &cbox);
|
|
|
|
/* Ignore any children with offscreen ( negaive )
|
|
* positions.
|
|
*
|
|
* Also x1 and x2 will be set by parent caller.
|
|
*/
|
|
if (box->x2 == 0 || cbox.x2 > box->x2)
|
|
box->x2 = cbox.x2;
|
|
|
|
if (box->y2 == 0 || cbox.y2 > box->y2)
|
|
box->y2 = cbox.y2;
|
|
}
|
|
}
|
|
while ((child_item = g_list_next(child_item)) != NULL);
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_group_dispose (GObject *object)
|
|
{
|
|
ClutterGroup *self = CLUTTER_GROUP (object);
|
|
|
|
clutter_group_foreach (self,
|
|
CLUTTER_CALLBACK (clutter_actor_destroy),
|
|
NULL);
|
|
|
|
G_OBJECT_CLASS (clutter_group_parent_class)->dispose (object);
|
|
}
|
|
|
|
|
|
static void
|
|
clutter_group_finalize (GObject *object)
|
|
{
|
|
G_OBJECT_CLASS (clutter_group_parent_class)->finalize (object);
|
|
}
|
|
|
|
static void
|
|
clutter_group_real_show_all (ClutterActor *actor)
|
|
{
|
|
clutter_group_foreach (CLUTTER_GROUP (actor),
|
|
CLUTTER_CALLBACK (clutter_actor_show_all),
|
|
NULL);
|
|
clutter_actor_show (actor);
|
|
}
|
|
|
|
static void
|
|
clutter_group_real_hide_all (ClutterActor *actor)
|
|
{
|
|
clutter_actor_hide (actor);
|
|
clutter_group_foreach (CLUTTER_GROUP (actor),
|
|
CLUTTER_CALLBACK (clutter_actor_hide_all),
|
|
NULL);
|
|
}
|
|
|
|
static void
|
|
clutter_group_real_add (ClutterGroup *group,
|
|
ClutterActor *actor)
|
|
{
|
|
g_object_ref (actor);
|
|
|
|
group->priv->children = g_list_append (group->priv->children, actor);
|
|
clutter_actor_set_parent (actor, CLUTTER_ACTOR (group));
|
|
|
|
clutter_group_sort_depth_order (group);
|
|
|
|
g_object_unref (actor);
|
|
}
|
|
|
|
static void
|
|
clutter_group_real_remove (ClutterGroup *group,
|
|
ClutterActor *actor)
|
|
{
|
|
g_object_ref (actor);
|
|
|
|
group->priv->children = g_list_remove (group->priv->children, actor);
|
|
clutter_actor_unparent (actor);
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR (group)))
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR (group));
|
|
|
|
g_object_unref (actor);
|
|
|
|
}
|
|
|
|
static void
|
|
clutter_group_class_init (ClutterGroupClass *klass)
|
|
{
|
|
GObjectClass *object_class = G_OBJECT_CLASS (klass);
|
|
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
|
|
|
|
actor_class->paint = clutter_group_paint;
|
|
actor_class->show_all = clutter_group_real_show_all;
|
|
actor_class->hide_all = clutter_group_real_hide_all;
|
|
actor_class->request_coords = clutter_group_request_coords;
|
|
actor_class->allocate_coords = clutter_group_allocate_coords;
|
|
|
|
/* GObject */
|
|
object_class->finalize = clutter_group_finalize;
|
|
object_class->dispose = clutter_group_dispose;
|
|
|
|
group_signals[ADD] =
|
|
g_signal_new ("add",
|
|
G_OBJECT_CLASS_TYPE (object_class),
|
|
G_SIGNAL_RUN_FIRST,
|
|
G_STRUCT_OFFSET (ClutterGroupClass, add),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__OBJECT,
|
|
G_TYPE_NONE, 1,
|
|
CLUTTER_TYPE_ACTOR);
|
|
|
|
group_signals[REMOVE] =
|
|
g_signal_new ("remove",
|
|
G_OBJECT_CLASS_TYPE (object_class),
|
|
G_SIGNAL_RUN_FIRST,
|
|
G_STRUCT_OFFSET (ClutterGroupClass, remove),
|
|
NULL, NULL,
|
|
clutter_marshal_VOID__OBJECT,
|
|
G_TYPE_NONE, 1,
|
|
CLUTTER_TYPE_ACTOR);
|
|
|
|
klass->add = clutter_group_real_add;
|
|
klass->remove = clutter_group_real_remove;
|
|
|
|
g_type_class_add_private (object_class, sizeof (ClutterGroupPrivate));
|
|
}
|
|
|
|
static void
|
|
clutter_group_init (ClutterGroup *self)
|
|
{
|
|
self->priv = CLUTTER_GROUP_GET_PRIVATE (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_new:
|
|
*
|
|
* Create a new #ClutterGroup instance.
|
|
*
|
|
* returns a new #ClutterGroup
|
|
**/
|
|
ClutterActor *
|
|
clutter_group_new (void)
|
|
{
|
|
return g_object_new (CLUTTER_TYPE_GROUP, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_get_children:
|
|
* @self: A #ClutterGroup
|
|
*
|
|
* Get a list containing all actors contained in the group.
|
|
*
|
|
* Return value: A GList containing child #ClutterActors. You
|
|
* should free the returned list using g_list_free() when
|
|
* finished using it.
|
|
*/
|
|
GList*
|
|
clutter_group_get_children (ClutterGroup *self)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
|
|
|
|
return g_list_copy(self->priv->children);
|
|
}
|
|
|
|
/**
|
|
* 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 position index in stack.
|
|
*
|
|
* Return value: 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);
|
|
}
|
|
|
|
|
|
/**
|
|
* clutter_group_foreach:
|
|
* @self: A #ClutterGroup
|
|
* @callback: a callback
|
|
* @user_data: callback user data
|
|
*
|
|
* Invokes callback on each child of the group.
|
|
**/
|
|
void
|
|
clutter_group_foreach (ClutterGroup *self,
|
|
ClutterCallback callback,
|
|
gpointer user_data)
|
|
{
|
|
ClutterActor *child;
|
|
GList *children;
|
|
|
|
g_return_if_fail (CLUTTER_IS_GROUP (self));
|
|
g_return_if_fail (callback != NULL);
|
|
|
|
children = self->priv->children;
|
|
|
|
while (children)
|
|
{
|
|
child = children->data;
|
|
|
|
(*callback) (child, user_data);
|
|
|
|
children = g_list_next(children);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_group_show_all:
|
|
* @self: A #ClutterGroup
|
|
*
|
|
* Show all child actors of the group, like clutter_actor_show_all().
|
|
*
|
|
* @Deprecated: Use clutter_actor_show_all() instead.
|
|
*/
|
|
void
|
|
clutter_group_show_all (ClutterGroup *self)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_GROUP (self));
|
|
|
|
clutter_actor_show_all (CLUTTER_ACTOR (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_group_hide_all:
|
|
* @self: A #ClutterGroup
|
|
*
|
|
* Hide all child actors of the group, like clutter_actor_hide_all().
|
|
*
|
|
* @Deprecated: Use clutter_actor_hide_all() instead
|
|
*/
|
|
void
|
|
clutter_group_hide_all (ClutterGroup *self)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_GROUP (self));
|
|
|
|
clutter_actor_hide_all (CLUTTER_ACTOR (self));
|
|
}
|
|
|
|
/**
|
|
* clutter_group_add:
|
|
* @self: A #ClutterGroup
|
|
* @actor: A #ClutterActor
|
|
*
|
|
* Adds a new child #ClutterActor to the #ClutterGroup.
|
|
**/
|
|
void
|
|
clutter_group_add (ClutterGroup *self,
|
|
ClutterActor *actor)
|
|
{
|
|
ClutterActor *parent;
|
|
|
|
g_return_if_fail (CLUTTER_IS_GROUP (self));
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
|
|
|
|
parent = clutter_actor_get_parent (actor);
|
|
if (parent)
|
|
{
|
|
g_warning ("Attempting to add actor of type `%s' to a "
|
|
"group of type `%s', but the actor has already "
|
|
"a parent of type `%s'.",
|
|
g_type_name (G_OBJECT_TYPE (actor)),
|
|
g_type_name (G_OBJECT_TYPE (self)),
|
|
g_type_name (G_OBJECT_TYPE (parent)));
|
|
return;
|
|
}
|
|
|
|
g_signal_emit (self, group_signals[ADD], 0, actor);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_add_many_valist:
|
|
* @self: a #ClutterGroup
|
|
* @first_actor: the #ClutterActor actor to add to the group
|
|
* @args: the actors to be added
|
|
*
|
|
* Similar to clutter_group_add_many() but using a va_list. Use this
|
|
* function inside bindings.
|
|
*/
|
|
void
|
|
clutter_group_add_many_valist (ClutterGroup *self,
|
|
ClutterActor *first_actor,
|
|
va_list args)
|
|
{
|
|
ClutterActor *actor;
|
|
|
|
g_return_if_fail (CLUTTER_IS_GROUP (self));
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (first_actor));
|
|
|
|
actor = first_actor;
|
|
while (actor)
|
|
{
|
|
clutter_group_add (self, actor);
|
|
actor = va_arg (args, ClutterActor *);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_group_add_many:
|
|
* @self: A #ClutterGroup
|
|
* @first_actor: the #ClutterActor actor to add to the group
|
|
* @Varargs: additional actors to add to the group
|
|
*
|
|
* Adds a NULL-terminated list of actors to a group. This function is
|
|
* equivalent to calling clutter_group_add() for each member of the list.
|
|
*/
|
|
void
|
|
clutter_group_add_many (ClutterGroup *self,
|
|
ClutterActor *first_actor,
|
|
...)
|
|
{
|
|
va_list args;
|
|
|
|
va_start (args, first_actor);
|
|
clutter_group_add_many_valist (self, first_actor, args);
|
|
va_end (args);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_remove
|
|
* @self: A #ClutterGroup
|
|
* @actor: A #ClutterActor
|
|
*
|
|
* Remove a child #ClutterActor from the #ClutterGroup.
|
|
**/
|
|
void
|
|
clutter_group_remove (ClutterGroup *self,
|
|
ClutterActor *actor)
|
|
{
|
|
ClutterActor *parent;
|
|
|
|
g_return_if_fail (CLUTTER_IS_GROUP (self));
|
|
g_return_if_fail (CLUTTER_IS_ACTOR (actor));
|
|
|
|
parent = clutter_actor_get_parent (actor);
|
|
if (parent != CLUTTER_ACTOR (self))
|
|
{
|
|
g_warning ("Attempting to remove actor of type `%s' from "
|
|
"group of class `%s', but the group is not the "
|
|
"actor's parent.",
|
|
g_type_name (G_OBJECT_TYPE (actor)),
|
|
g_type_name (G_OBJECT_TYPE (self)));
|
|
return;
|
|
}
|
|
|
|
g_signal_emit (self, group_signals[REMOVE], 0, actor);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_remove_all:
|
|
* @self: A #ClutterGroup
|
|
*
|
|
* Remove all child #ClutterActor from the #ClutterGroup.
|
|
*/
|
|
void
|
|
clutter_group_remove_all (ClutterGroup *self)
|
|
{
|
|
GList *child_item, *next;
|
|
|
|
g_return_if_fail (CLUTTER_IS_GROUP (self));
|
|
|
|
if ((child_item = self->priv->children) == NULL)
|
|
return;
|
|
|
|
do
|
|
{
|
|
next = g_list_next(child_item);
|
|
clutter_group_remove (self, CLUTTER_ACTOR(child_item->data));
|
|
}
|
|
while ((child_item = next) != NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_group_find_child_by_id:
|
|
* @self: A #ClutterGroup
|
|
* @id: A unique #Clutteractor ID
|
|
*
|
|
* Finds a child actor of a group by its unique ID. Search recurses
|
|
* into any child groups.
|
|
*
|
|
* Returns: the #ClutterActor if found, or NULL.
|
|
*/
|
|
ClutterActor *
|
|
clutter_group_find_child_by_id (ClutterGroup *self,
|
|
guint id)
|
|
{
|
|
ClutterActor *actor = NULL, *inner_actor;
|
|
GList *child_item;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_GROUP (self), NULL);
|
|
|
|
if (clutter_actor_get_id (CLUTTER_ACTOR(self)) == id)
|
|
return CLUTTER_ACTOR(self);
|
|
|
|
child_item = self->priv->children;
|
|
|
|
if (child_item)
|
|
{
|
|
do
|
|
{
|
|
inner_actor = (ClutterActor*)child_item->data;
|
|
|
|
if (clutter_actor_get_id (inner_actor) == id)
|
|
return inner_actor;
|
|
|
|
if (CLUTTER_IS_GROUP(inner_actor))
|
|
{
|
|
actor =
|
|
clutter_group_find_child_by_id (CLUTTER_GROUP(inner_actor),
|
|
id);
|
|
if (actor)
|
|
return actor;
|
|
}
|
|
|
|
}
|
|
while ((child_item = g_list_next(child_item)) != NULL);
|
|
}
|
|
|
|
return actor;
|
|
}
|
|
|
|
/**
|
|
* clutter_group_raise:
|
|
* @self: a #ClutterGroup
|
|
* @actor: a #ClutterActor
|
|
* @sibling: a #ClutterActor
|
|
*
|
|
* FIXME
|
|
*/
|
|
void
|
|
clutter_group_raise (ClutterGroup *self,
|
|
ClutterActor *actor,
|
|
ClutterActor *sibling)
|
|
{
|
|
ClutterGroupPrivate *priv;
|
|
gint pos;
|
|
|
|
g_return_if_fail (actor != sibling);
|
|
|
|
priv = self->priv;
|
|
|
|
pos = g_list_index (priv->children, actor) + 1;
|
|
|
|
priv->children = g_list_remove (priv->children, actor);
|
|
|
|
if (sibling == NULL)
|
|
{
|
|
GList *last_item;
|
|
/* Raise top */
|
|
last_item = g_list_last (priv->children);
|
|
sibling = last_item->data;
|
|
priv->children = g_list_append (priv->children, actor);
|
|
}
|
|
else
|
|
{
|
|
priv->children = g_list_insert (priv->children, actor, pos);
|
|
}
|
|
|
|
/* set Z ordering a value below, this will then call sort
|
|
* as values are equal ordering shouldn't change but Z
|
|
* values will be correct.
|
|
* FIXME: optimise
|
|
*/
|
|
if (clutter_actor_get_depth(sibling) != clutter_actor_get_depth(actor))
|
|
clutter_actor_set_depth (actor,
|
|
clutter_actor_get_depth(sibling));
|
|
|
|
}
|
|
|
|
/**
|
|
* clutter_group_lower:
|
|
* @self: a #ClutterGroup
|
|
* @actor: a #ClutterActor
|
|
* @sibling: a #ClutterActor
|
|
*
|
|
* FIXME
|
|
*/
|
|
void
|
|
clutter_group_lower (ClutterGroup *self,
|
|
ClutterActor *actor,
|
|
ClutterActor *sibling)
|
|
{
|
|
ClutterGroupPrivate *priv;
|
|
gint pos;
|
|
|
|
g_return_if_fail (actor != sibling);
|
|
|
|
priv = self->priv;
|
|
|
|
pos = g_list_index (priv->children, actor) - 1;
|
|
|
|
priv->children = g_list_remove (priv->children, actor);
|
|
|
|
if (sibling == NULL)
|
|
{
|
|
GList *last_item;
|
|
/* Raise top */
|
|
last_item = g_list_first (priv->children);
|
|
sibling = last_item->data;
|
|
|
|
priv->children = g_list_prepend (priv->children, actor);
|
|
}
|
|
else
|
|
priv->children = g_list_insert (priv->children, actor, pos);
|
|
|
|
/* See comment in group_raise for this */
|
|
if (clutter_actor_get_depth(sibling) != clutter_actor_get_depth(actor))
|
|
clutter_actor_set_depth (actor,
|
|
clutter_actor_get_depth(sibling));
|
|
}
|
|
|
|
static gint
|
|
sort_z_order (gconstpointer a, gconstpointer b)
|
|
{
|
|
if (clutter_actor_get_depth (CLUTTER_ACTOR(a))
|
|
== clutter_actor_get_depth (CLUTTER_ACTOR(b)))
|
|
return 0;
|
|
|
|
if (clutter_actor_get_depth (CLUTTER_ACTOR(a))
|
|
> clutter_actor_get_depth (CLUTTER_ACTOR(b)))
|
|
return 1;
|
|
|
|
return -1;
|
|
}
|
|
|
|
/**
|
|
* clutter_group_sort_depth_order:
|
|
* @self: A #ClutterGroup
|
|
*
|
|
* Sorts a #ClutterGroup's children by there depth value.
|
|
* This function should not be used by applications.
|
|
**/
|
|
void
|
|
clutter_group_sort_depth_order (ClutterGroup *self)
|
|
{
|
|
ClutterGroupPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_GROUP(self));
|
|
|
|
priv = self->priv;
|
|
|
|
priv->children = g_list_sort (priv->children, sort_z_order);
|
|
|
|
if (CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR(self)))
|
|
clutter_actor_queue_redraw (CLUTTER_ACTOR(self));
|
|
}
|